I have been struggling with Mudbox 2012 for the past 30 minutes.I am sculpting the eyes of my character and I decrease the brush size to like 1.62,the damn brush won't sculpt. and won't work when the camera is up close.
I even tried reducing the near clip plane to 0.001(my model becomes transperent).Its still not working.
Tried increasing the scale in Mudbox,no effect.I am beginning to get tired of all these sculpting apps and maybe go back to good old traditional modeling.Arggh.!!
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The best I suggest is starting a new scene, and loading up your mesh in it, should alleviate the problem.
If not, start a fresh scene, and try sculpting on one of the 'basic' models, see if it still behaves the same and adjust your setting from there on.
If all else fails, the only solution left is switching app. ZB and 3DC are both valid solutions, while Sculptris is the next best 'free' thing.
set it to something above ~3, should work then.
I used the default human body in Mudbox and started sculpting from there.I did not import from another 3d app.
*crawls slowly towards ZBrush*
Wanted to ask:Can one import the normal map of a model into ZBrush,load in into the normal map pallette and the low res model shows the the normal map like in Mudbox,then u subdivide it and polypaint?I tried importing a normal map into a low res model in the normal pallette in the tools pallette,not seeing anything?
It absolutely can.
Though the one thing about zbrush is that resolution = polypaint detail so you would go to a high sub d then paint or use zapplink and paint direction in photoshop which then applies it to your zbrush mesh. Zbrush can do so much that mudbox cannot.
A lot of users like to do the polypainting with normal map layers in 3d Coat, which also allows you to paint normal maps in real time.
Using both is never a bad idea.
Even by looking on the official forum and on google I can't find a way to simply load the normal map of my mesh and display it inside zbrush.
Is it really possible ?
Was a big reason why I started to texture in mudbox.
Yes its possible to load to load a normal map into zbrush and see it on the low poly of the mesh (never said it was easy). I remember being shown this back in an older version by one of pixologic's own developers, theres also a video of it on youtube somewhere. I believe a plug-in was used (its been awhile).
Also for painting, you would want to use zapp link and connect it with photoshop to paint.
Its not easy thats for sure. Sometimes pixologic is too stuck on the idea of being different that the over look the importance of efficiency.
Its also why i recommend 3d coat, which is insanely easy. After doing all the sculpting in zbrush, and taking advantage of 3d coats amazing retopologizing and UVing tools (not a must), you go to the painting tab then like in photoshop, just add a layer from normal map and you have a normal on a low poly as well as painting capabilities. You could technically do everything within 3d coat with voxel sculpting, but its not a really a good zbrush replacement when it come to detailed sculpting.
I don't recommend one over the other, "over specialize, and you breed in weakness." Better to develop a mind centered on problem solving, so you know which tool to pull out for the situation at hand.
There is another way though,I still have my high poly model in zbrush so maybe subdivide the model further more and polypaint the diffuse and bake it out in xnormal and then use the map as a base in photoshop.
I pretty sure 3dcoat has its own flaws as well.All these apps are made to have one or 2 important feature left out so they can have a reason to release a new version every year.So frustrated right now...
Thats why you have to learn to work with multiple programs. It is just the sad reality of it. Again, zbrush can link to photoshop to give you the details you want. You can send over an image of your high poly to photoshop, paint on it and send it right back in which it applies the paint to the mesh.
If polypainting with normals present is your primary concern, use 3d coat. Its layering system is exactly like photoshops. 3D coat excels in painting, UVing and Retopologizing...everything else is really just a perk.
Has anyone tried converting an aomap to normal map for say an organic model?Is it possible?