I was wondering if it is possible use transfer details but just for some parts of the model, because sometimes you have parts that you don't want to affect the projection. I tried with freeze but doesn't work.
i have sculpted some details in sculpt layers and i have a bump map in paint layer, which i have created with my diffuse map. Now, I want those sculpted details as a bump map or a normal map. Ok, If i export as a normal map then now i got 2 files in my paint layers (1) normal map and (2) bump map which i already have. Now, I want both details in one single map. normal map or a bump map.
What I did was take screen shots of my model and went into photoshop and created the texture in black and white with an alpha. I bring it back into mudbox and into my stencils where I line it up. Then I select my sculpt brush and it works a little but it is not using the alpha very well. It sculpts the whole area instead of just the details areas.
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'm transferring from a high poly source model (5million polys) onto a target model that has 3 levels, no layers. At level 3 its pretty much the same polcount.
Whenever I transfer it come sup with a Transfer Detail warning saying that the target model appears to have more detail than the source and do I want to continue or swap. Surely the source model will have more detail, and I shouldn't get the warning ? I get this warning even I transfer from the source to lvl1 (much lower etc)
Is it possible to transfer pose bones(weights) from one Mudbox file to another to use them for another mesh? I can see that one can maybe use .fbx and Maya path but not everyone has Maya or a Maya user.
I am having an issue transferring an object I have sculpted in Mudbox, and trying to import it correctly to Maya. In Mudbox, both of my objects show up just fine (don't worry about the UV issue on the face). When I choose to 'send objects to Maya,' the objects display in a new scene, but the hair doesn't show up at all. In the Outliner, Maya displays an empty transform node titled 'hair,' but I can't get it to show up as a solid mesh within the scene.
Am I going to have to remodel the hair in mudbox again and just pray that the model will import to Maya without issues?
Is it possible to selectively extract(apply disp to a mesh) tiles ala cyslice? If not...it would be very useful to have.
In my new little experience with other use of mudbox other that sculpting I still find it somewhat limited compared to cyslice. Also the extraction progress UI is quite buggy to me (at least it looks like it on my machine) as it doesnt update the status...and therefore you would think that the extraction process isnt working, but then, checking the directiory where the files are supposed to be saved, MB is actually doing the job.
And about the transfer detail to a new topology, is it possible to do it selectively? I ve tried to freeze, hide, areas that I dont want to transfer the detail to but nothing..still the whole thing gets transferred.
My (previously wonderful) local adjustment brush has apparently quit working. Whenever I attempt to make local adjustments - using either the standard presets or custom settings - all the adjustments made are applied to the entire image, not just locally. Density and flow are set to my typical values and Show Selected Mask Overlay shows the extent of the applied effect, but whatever adjustment I make is applied generally, over the entire photo, rather than to the selected adjustment area.
I see how Photoshop CS3 uses the History Log for actions, but can it be set up to not only record the step but what was done in that step, i.e., a History Log entry shows "curves" but doesn't show that a "darker" preset was used in that step.
I'm having trouble modelling smoothed polygon objects in non-destructive ways, meaning editing the poly model often messes up the TurboSmooth applied to it. Example pic below.
Some tips or tricks to add details to objects in a better way? I know about adding details using separate floating objects, but it doesn't look very good close up.
I don't know which version of Illustrator, there was this option where you could see all the details form objects or anchor points. But in CS4 I'm not able to find it. Some weird fuction key combi?
Is there a way within Photoshop CS5 to add Author/photographer details to image. When I save?
I have to macs with photoshop and I need to monitor who is editting what I figure if everything saved on my machine gets tagged I could work it out from there? A bit like how microsoft word will add the author by default.
I'm aware of File info but that would be a long process to do it. Ideally not an action either.
Is it possible to insert a .VSP project timeline details within another project timeline ? My purpose is to be able to edit the various components of an existing timeline project (titles, transitions, some photos and videos deleted or inserted,...) while intergrating it within another .VSP project. I tried the "insert a VS project" feature but it is inserted as one video in the top video/photo timeline, preventing me from modifying any of its components ?
I have created an image by combining 2 images the model and the frame (finished1), because i need this image with a clear background when I save it as a GIF the image degrades (finished2) how can i save the image with a clear background and still maintain the details of the JPG?
I want to create a library of details. Many of these details are things like ADA Requirement Information and things that may or may not be in each project. So, lets say i have 100 details and 10 to 20 are used in every project, while the remainder depends on Code requirement. How should I store these? Should I make a family for every detail? Is there a way to import just a Drafting View into a project, so that I can create all of my details in 1 project file?
given I do a foreshortened view. Is there a way to fit the shortenings parameters to a view in a different window with a different reference file?
If not it would be a little awkward to achieve exactly the same result with a different file. As replacing references does´nt work with single view representation I´m stuck with manual- non constrained alignment of view details... which can´t be right I guess.
if there was a way to do it "right" without the need to switch to AutoCAD.
I'm trying to project a normal map from a high poly model onto its low-poly version but I'm having some problems.
I modeled some details on the high-poly model as you can see in FIG.1.
The details all have the same depth and everything as can be seen on FIG.2
But yet when the normal map renders, the detail loses depth the further they go from the center and the squarish detail at the bottom doesn't even show up at all. (FIG.3)
I tried pretty much everything I could think of to fix this, but nothing works.
Max 2010, Windows 7 Ultimate x86. ATI Radeon 4870 512 MB. Intel Core 2 Duo E8400 Wolfdale (2x3.0ghz), 4Gb Ram, DX10.
I am working on a lab with cabinets. I changed the door to a single window (left/top image) from a solid door (right/bottom image) and now my renderings (left/top image) look like crap. Have I just pushed my card too far..
Using AutoCAD 2012 MEP, render set at Presentation 1024x768, walls are xref'd in.
PS - I did not spec the pc or cad package, just working with what my employer set me up with. Full pc stats are in my profile.
My printer has asked for images as follows..Final artwork must be High resolution with a transparent background
High Resolution Vector Image in the following formats All text converted to curves / outlines CorelDraw � to V13 Photoshop V6 Adobe Illustrator CS4 .eps .pdf
We have a detailed drawn image. This has been scanned at 600 dpi and put into Photoshop to enhance the image.We need to know what to do in Photoshop to meet the needs of the printer and get the best possible image for printing.
I would like to make some sort of an "online" catalog where the engineers could review details, and just tell the draftsmen the details they would like to include in their design set. I'd be very interested in any system that you might use. We, at one time, used printed booklets for the engineers, but got to be a hassle when details changed. Is there a good software system that might make this an easy task?
I have some doubts about Level of Details. How to constraint the assembly in Level of detail mode. I need suppress the features in position mode not in Level of Detail mode.
We work on A3 size sheets and becourse we have a lack of plotters we can not exceed this size. What the next entails ... The details that we need to make understandable are something too small because there is just no space on the paper for us to make this really clear by eg using the scale 1:1.
Our question is:
-Can I place a created detail from Sheet 01 on to another sheet?
-Can I have a reference in the partkist to this Sheet 03?
Is there a way to change he default layer a detail comes in on. For example I go to detail manager and insert a section view of a W10X112 it is inserted on layers "A-Detl-Wide" and "A-Detl-Patt" I would like it ti insert on Layers S-Detl-wide and S-Detl Patt"
Photoshop is new to me. I like to paint locomotives for a game, but am wondering how to change the colors from blue to black and keep all the shading and door details. When I use the paint brush I can never seem to get the side panels into the correct color without losing a lot of detail.
i have many drawings in dwg but wish to upload onto my website...how can I convert a dwg file and retain its detail so it can be the same on my web page....have converted dwg to jpeg tiff gifff etc but it loses detail