I've been trying to use the automatic create uvs option in mudbox.
no matter what edge bleed setting I then paint with there is always square artifacts present...is there anyway to overcome this?...I assume it would be to somehow get mudbox to add more space between uv islands... is there a way to do this?
I use to work with PS Elements 11 but now consider changing to CS6 since PSE11 photo merge does only use maximum of 3GB memory, means I can not merge more than maximum 3 pictures at the time. I tried CS6 which , however, does it properly. But it does not seem to have the AUTOMATIC FILLING OPTION PS11 consist of. Is this true or do I have to use certain settings?
I have some code that edits the breaklines of a surface. Everything works correctly, except for the surface rebuild when finished.At the end of the command I use:
surf.Rebuild();
But when the command completes I still need to manually rebuild the surface to see the result of my command's edits. This is in both 2013 & 2014. I shouldn't need to do this and was just wondering why the Rebuild() method doesn't always work.
Also, is it possible to toggle the Automatic Rebuild option for surfaces in code?
When extracting texture maps in Mudbox, there are automatic options for Ambient Occlusion, displacement and Normal maps. How do I go on about creating a color map?
I am having trouble creating the realistic skin pores. I have started playing with blues, yellow and reds for skin tones but am still unable to find a way to create skin pores in mudbox.
I want to create some universal bricks creations. These bricks have studs which fit into another brick. To constraint them I need to do following actions:
- click place constraint
- Assembly >> Insert >> opposed
- Offset 0,35mm.
I would like to make above into 1 action, so just click to add this action, then select the 2 faces to constrain.
Is there a way to create automatic Point Groups when importing points? Sort of like a Desc Key for layers? I know it probably is impossible but I have to ask.
I've been working with photoshop for a couple of years now but I'm not a pro. Does anyone know how to use the "Create a new set" option at the Layers Palette and what is it for?
I use the clone stamp and the brush tool regularly. Each of these tools provides a Mode: dropdown list to select from in their menu bar.
The drop down options I use most frequently are Lighten and Darken. I would like to create short cuts to Lighten and Darken, such as Ctrl+Shift+L (Lighten) and Ctrl+Shift+D (Darken).
The tools panel menu bar does not appear to have a selection list in the Keyboard Shortcuts dialog box.
I now have xscanimage running from a command line. I added a soft link from .gimp-2.6/plug-ins/ to /usr/bin/xcanimage and restarted gimp. In File/ Create the option for xscanimage remains greyed out. What must I do to make it active?
I'd like to outline some text, so I went to the Text tool, entered the words, highlighted them and then looked for the button that would let me create an outline path. It's not there. Plain and simple. There's an empty space between "language: English" and the tool pre-set buttons. I checked under the paths dialog, but the option isn't there, either.
I've never used the text menu before - actually, I've just never used GIMP before. Perhaps I'm missing something obvious? I read a couple of tutorials, but none of them said that you had to do anything other than highlight the text to make the "create path from text" option appear.
If I have two cameras pointing toward one subject (say someone being interviewed) what would be the best way to place the two video tracks in X3?
One I would be the main video track, but would the other have to be the over lay track? Is there an option to create a 2nd main video track that I could switch between? So when I am editing an interview clip I could pick between video track 1 or 2 and choose the angle I want?
I create the sampleline on the option "by a range of stations" so the sample lines were created on the horizontal geometry points. When I change the geometry of the alignament, the sample lines's local change or I need to do the process all over again?
All of the sudden I can't create a customer profile when creating a new document. Earlier I selecting the print profile. I tried opening a new document and creating a custom profile but that option is grayed out.
I created custom brushes yesterday but they don't appear today. Is that because of the profile that the brushes were created with and without that profile I won't see the brushes?
As you might see in layer panel. there is a blending option applying on text. and when i try to applying new blending option i-e drop shadow or inner shadow to layer shape 5. it will mess with also to text layer.
I cannot stand it when I make a new layer in Illustrator and the color hint becomes yellow. This usually happens on the third new layer into every project. I can go in and manually change it from yellow to the ten plus other colors, but I just want yellow completely out of the list. It's awful to look at, and I think every other color is easier.
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.