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| | #41 (permalink) |
| proud to be a nurb ![]() Join Date: Jul 2006 Location: only in your mind
Posts: 1,376
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happy holidays to you too, zaxxon and everybody else. I wish the holiday spirit would have left a little bit of something lingering in my pocket ... I have no doubts about Mudbox's abilities. I'm a fan of traditional UI's so i think it would be really natural for me to grab it and go. But no app feels just right to everybody, so galleries alone are not enough reason to buy an app. Otherwise we'd all be using ZBrush and Blender...sketchy, there are a few unique features of Mudbox (over ZBrush) that you may be overlooking: **n-gon support (up to 16-sides allowed) **true perspective camera **true 3D environment (with real objects in 3D space) **3D layers (unique until ZB2.5, if it's ever released) **symmetrical sculpting across asymmetrical models **traditionally designed UI I am sure the unique feature list goes on far beyond this. But to me these represent the most important adantages, and they are the main reasons why i've demo'd ZBrush 4 times and still not purchased it. Of course, there are some major advantages of ZB over MB, especially when it comes to creating textures, alphas, and illustrations in general. But for sculpting, Mudbox was created for real 3D. ZBrush was not. And it's limitations are now becoming obvious. |
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| | #43 (permalink) |
| NURBS Booleans are your friend ![]() Join Date: May 2006
Posts: 117
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Hey Affuso, that would be great news for lot's of folks who want to try before they buy. There seems to be no notice of such a demo in the main page or the private forums of Mudbox, so I'm guessing you have some inside scoop. The availabilty of a demo would be great, it would surely generate a lot of sales for Skymatter. This is one very cool application, well woth the $300USA.
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| | #45 (permalink) | |
| Doodlin' Dude ![]() Join Date: Jul 2005 Location: South Carolina, USA
Posts: 1,013
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I saw no mention of a demo at the Mudbox site. Where did you see it? thanks | |
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| | #46 (permalink) |
| AKA RamPackWobble ![]() Join Date: Dec 2005 Location: Anglesey, North Wales, UK
Posts: 216
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email support@skymatter.com - they will send a link to download 15 day trial and passwords to get at videos/etc.
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| | #49 (permalink) |
| NURBS Booleans are your friend ![]() Join Date: May 2006
Posts: 117
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Thanks Are, I was having the same experience as Nate in finding the offer. Guess this demo is not for publication. Nate's correct, Mudbox is not intended as a primary modeling application, though you can create primitives and sculpt away, most people create anything from a rough base mesh to highly detailed meshes for sculpting and baking out displacement and normal maps. MB's ability to stamp and stencil alphas at high res is impressive. But once again, where MB shines is the straightforward 3D interface, and the smooth ease to scult detail on meshes with millions of polygons. While ZB has great UV/texture/paint tools, which are still in my toolset, the awkwardness of the interface and 2.0's 'projection' technology is dated at this point. Zspheres can produce truly fine base meshes, but for many modelers they cause major craziness (include me). 2.5 holds great promise, but is seriously overdue.
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| | #51 (permalink) |
| AKA RamPackWobble ![]() Join Date: Dec 2005 Location: Anglesey, North Wales, UK
Posts: 216
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I have downloaded the mudbox demo but have not installed it yet (been busy and want to use all the 15 days ).As I already own zbrush I think I will wait and see what 2.5 brings, but the mudbox videos do look very good... now if only I had some skill |
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| | #54 (permalink) |
| NURBS Booleans are your friend ![]() Join Date: May 2006
Posts: 117
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Mudbox is one of those very special art programs that are so natural feeling that it truly feels like a natural media. Here's tonights' mudbox doodle, and base mesh from Hex2. MB head has 1.8 million polys.
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| | #57 (permalink) |
| NURBS Booleans are your friend ![]() Join Date: May 2006
Posts: 117
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Are, my system specs for the this piece was: AMD 3000/XP64/2gig/NV7600-256. The lower subD at 468k polys was where I mainly worked, that was as smooth as warm butter, up to about 800-900k works real well, over 1.2 mil the system bogs a little, not quite real time but workable. Affuso, It's going to Topogun first to create a better base mesh with proper edgeflow,UV in Modo, then back to mudbox, bake this detail level and complete the sculpt, then bake out displace- ments for use in any 3D app that handles disp maps. Actually, this mesh is just a doodle, but if it was going to be a 'project' that's how it would go. |
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