Mudbox :: How To Adjust Mid Value Of Custom Stamps
Nov 24, 2013
I've been using Mudbox mostly for texturing, but now I need to use it at work for sculpting.
1) How do I set the mid value of custom stamps. I want the stamp to effect on the surface in the negative and positive, so my neutral areas are 50% grey, black is sculpting down, and white is sculpting up. In Zbrush I would just set the mid value to 50, but in Mudbox it seems I can ony sculpt one at a time, either up, or the inverse down. Is there a way for me to do it like in zbrush?
2) I want to affect certain areas of my mesh without affecting others, like lips or eyelids. I know I can mask off or freeze certain areas so I can adjust, but it's just one more step I don't have time for. Zbrush has a topology setting for the brushes so that you can grab or move the upper lip without affecting the lower lip, and etc... Is there a setting in Mudbox to do something similar or do I have to resort to masking and freezing?
I'm trying to create a custom stamp in Photoshop. Done it with a 16 bits colorspace, saved as TIFF with the required options from the official documentation.
Why do i get a 'grainy' result, even painting with a 100% strength white color ? It happens only on a bump layer. On a diffuse layer, its ok.
Today I need to reinstall the Mudbox 2012 64 bits in D:/Autodesk/Mudbox 2012/ isntead de default installation directory in C:,due at Hard disk space problems.
The programs stars well,an remembers my works in progress at the start,but shows the warning that you can see in the image attached.
I just tried to modify the Paths in the preferences menu,but at restart,the same Warning message appears.Simply,the program ignores the path that I enter in the Paths dialog.
I tried deleting the path file in the C:/Users/Sergio/Documents/Mudbox/2012-x64, but, at restart,the same message appears...What I should do for Mudbox recognize the Stamps and Stencil Path in D:?
As usual, i scaled my base model 10 times before importing in Mudbox for sculpting.But, when i reached about 10 mil polys (level 6) and started adding high freq details, i noticed that stamps have no effect on the model.It's like i never activated them.This happens with all the default and custom stamps i have.I get only the effect of the brush without the stamp.
Only knife brush seem to work and also its stamp works with other brushes as well.On the other hand, stencils work fine and as expected.
could some one post a quick tutorial on how to make stamps. (like the ones that say approved and things like that) i found one a while ago but i cant find it anymore. anyone help would be amazine as its for splash.
I am doing a site for a travel company and a lot of their print work includes passport stamps on scenic pictures. They want to mimic that look for their website. However, to make my job easier and to make more accurate stamps, is there any fonts, brush, or stamp sets that have some passport stamps?
I'm trying to export all my layouts in a drawings to PDF. I'm using EXPORTPDF from the Output tab.
If I'm exporting the current layout, or if I'm creating a multi-sheet PDF, the plot stamp shows up. I get the 'Save as PDF' dialog box where I can tick "Include plot stamp".
However, if I export all layouts as single-sheet, this dialog doesn't appear and the plot stamp is not on the PDF produced.
I don't have photoshop and all the instructions say to save the transparency directly to pdf in photoshop. Saving to gif, tiff, png and opening as a stamp in acrobat or copy and pasting the transparency from paint.net into acrobat always removes the alpha channel.
It would be great if gimp could somehow ease the following steps.
1) "select" (stamp from image) 2) "ctrl+c" 3) "ctrl+shift+v" (paste as new image) 4) "ctrl+shift+e" (export) 5) "[filename].jpeg" (alter extension png->jpeg) +"enter" (dialog) 6) +"enter"(export options) 7) + "ctrl+w" (close) 8) +"click on close wo saving"
I wonder if it's not possible to do this in 3 steps: 1) select 2) shortcut export 3) enter filename using predefined (possibly hardcoded) jpeg export options
I saw there's an Export Selection[1] Plugin, but I couldn't get it working with Gimp 2.8 Windows.
When inserting a content center part for which we have to choose a material, we would like to have a custom material as a default (material with name: "No material selected"). So when selecting no material for this part (for example when the user forgets to select a specific material), the default material (in this case material "No material selected") will be active. In this way, we can see in one view across the BOM which parts have no material assigned yet.
How can this be achieved in the content center (editor)?
Product Design Suite 2014 Inventor 2014, Vault 2014 HP Workstation Z220 Intel Xeon 3.4GHz 16GB RAM Nvidia Quadro 4000 Windows 7 Professional (64bit)
When using Inventor with Vault, we have a problem when categorizing custom content center parts in Vault. In short, custom content center parts are incorrectly categorized as "Content Center" and automatically released - as there is no property that we can use to identify these files.
I need iLogic code to trigger when custom content center files are created/saved, wich adds the following custom iproperty "IsCustomContentCenter=True".
I have been using AutoCAD 2006. Our company is switching to AutoCAD 2012 LT. I want to be able to add my custom toolbar buttons from the 2006 to the 2012 LT custom Ribbon Tabs & Panels. I have figured out how to make the custom ribbon, tab and panel. I just haven’t figured out what I need to do to get the old stuff to where I can add them to the panels.
I have custom 2006 buttons with and without flyouts.
When I drag a previous custom command into an existing custom tool bar and edit the custom command (then rename the command in the Name and Command Name) it also changes the previous custom command that I originally drug into the toolbar. What am I doing wrong?
Is there a way to save a custom artboard setup with a custom document profile in illustrator cs5? I do technical illustrations and our page size is odd (7.19 x 8.96. It the size that our Framemaker layout is set to.). I have a custom document profile that I use, but I use the grids all the time so that my callouts are spaced out evenly around the art. I would like to have a way to set the artboard up so that the grid will align to the center of the artboard everytime I turn them on. Right now they always start from the top left and when I center art in the center of the page, the grid spacing isn't the same on each side of the art. I just want to be able to open my document profile, turn on my grids, have them start from the center, and I can get down to business. As it is now I have to go into my artboard settings and manually adjust the grid to the center. Small annoyance, but it still annoys me. I have tried to save it a few different ways, but nothing has worked. Maybe there just isn't a way.
Can we place a custom menu and commands in Adobe Illustrator and invoke custom actions? The need for us is to call a C# DLL from these menu commands. I see C++ support but none on COM or NET support.
I am trying to create custom Materials in Inventor 2013. I have been able to create the custom appearances I want use on the materials and store them in the Inventor Materials Library.
After creating the custom appearance, Ive created new materials. When I try to change to new material appearance from default to my custom appearance, upon hitting the 'apply' button I get an error message which reads, 'failed to updated style'.
We are a firm using ACAD 2011 w/ a custom toolbar that has an Auto Purge "tool" it currently deletes duplicated layers, reg ops, duped scales etc. we are wondering what else it can do (or any other tools that may be of use) or how can we get it to do more for us, like restrict referencing files from "unwanted" locations and any other tools that are essential to reducing the size of a drawing so its now so slow
I tryed searching for this on google and the forums but I never got a strait answer, what I need is to save some skin colors that I made into swatches, but I dont have the time or patience to delete all the other swatches in my pallette, anyone know a way of just saving my swatches i made.
My ultimate goal is to have a virtual human model that I can re-size parametrically to reflect real-world measurements. I've used MAX to make architectural models and scenes so I know how to manipulate basic shapes in MAX.
how to make some sort of basic-custom geometric shape and control that shape parametrically, like the built-in "Box", "Sphere" and "Cylinder" objects.
When I create custom brushes and custom brush dynamics is it possible to associate one with another? For example then I select one of my custom brushes is there a feature in gimp to load corresponding dynamics preset automatically?
Can I set up camera focal length in mudbox, like maya?I am having hard time to sculpt my model due to the different focal length view in perspective view.
I watched a video: [URL]...... and the person paint in UV view at times. I can not figure out how to do this. How they are painting in the UV View? It would be great for fixing little oversprays like they used it for.
I am working with a human body mesh that I made in maya. The model is all quads, and has been sent to maya and exported back to Mudbox using .fbx many times.
The problem is: On my most recent trip from maya 2011 to mudbox 2011 the smooth tool no longer works the same. The tool still smooths but it tries to arrange the quads from my mesh from rectangles to a more diamond & star pattern. When I open a different file everything works like normal.
There are no errors when importing the FBX file, and every other tool works as it should.
I am relatively new to maya, and just self-taught with mudbox, so there is a very good chance that I may have caused the problem, but I cant find any settings that I would have accidentally adjusted and the problem stays with this mesh even if I import it into a different mudbox file.
For all I know it wont effect my final rigging and animation, but Ive never had it happen before on any other model and from how nasty it makes the mesh look I cant imagine it would be good.
I attached a before and after image of what happens when I use the smooth brush.
Every time I export a scene from Max, and then use the paint tools, mudbox crashes, literally every single time. I can quite happily use the scuplt tools.
I can also quite happlily use the paint tools as long as mudbox is not connected to 3DS Max.
I have applied both SP1 and SP2 for Mudbox 2012, and max is SP'd aswell.
I've got a good machine, Dell M6500, 12gb RAM, 1gb ATI Gcard, Win7
I am working on a personal project and any time I try to detail and texture my character in mudbox, I get no UVs showing in mudbox even tough I have projected UVs in maya before exporting.
I use a stencil just with straigh tlines. When using that stencil on a cube or plane it works like a charme. The edges look smooth and like a perfect cut.
The cube below has about 98.000 polys.
when I do the same thing on a base shoe model, the edges do not look good anymore.
even by increasing the poly count to 4 millions.. the edges are not smooth anymore.
I double checked the base geometry of the shoe. it's all in qauds, and the edge flow is very nice done.
- how can I make sure that the lines will appear as smooth and nice like shown on the cube ?