PDA

View Full Version : Mudbox / Zbrush deformation Q


Raptor365
06-18-2009, 04:55 PM
I have some panels of a structure that I'd like to dent up and bump/deform (additional sculpt) a bit.

I've used ZBrush and while it's a great tool I've yet to try mudbox.
The problem is the panels I have are basically bent planes that fit together.
If I apply the sub_D in ZBrush it'll deform the edges which I can't have.

Granted, I can extrude the edges out, make a fake poly to fill the underside, select it in ZBrush to not deform and that would do it.
Unless someone knows a better way in ZBrush that would be great, I'm not an expert with it or anything.

Mudbox appears to have the features I need, just for sculpting and so would fit in better with my workflow I think. I don't need the extra functionality that ZBrush offers although I do like the application and found it pretty easy to use.

But I was wondering if Mudbox can handle this situation better.
Like in C4D I can weight the edges so they don't deform. Is that possible with Mudbox? Or Zbrush even?

Any feedback on your experience with either would be great.

djembeplay
06-18-2009, 06:17 PM
Sorry I can't help you here man - never used either.

Why not use Bodypaint?

Raptor365
06-18-2009, 07:32 PM
Sorry for ranting on...

Bodypaint is fine for texturing (okay, that's another thread, could be improved a good deal) but I'm mainly talking about sculpting. That is, adding fine detail to models that's not possible/productive using conventional modelling methods.

To better describe my problem and knowing you have C4D, try this:

Create a cube and make it editable.
Select it, hold the Alt key down and add a hypernurbs to make it the parent of the cube.
So now you have a spherical shape, right?

Disable the hypernurbs, select any outter edge loop of the cube to highlight the edges.
Enable the hypernurbs again. So now you see the deformed cube with the edges highlighted right?

Now hold down CTRL-PeriodKey and drag your mouse to the right. Or Alt-Period and drag, or just the Period key and drag. That takes the weighting off those edges using different methods.

Now imagine having a panel on an aircraft with a hypernurbs on it. A flat plane. A hypernurbs will round the edges which I don't want. I just want the subdivided detail. When using ZBrush you work the detail by adding sub level displacement. In doing that you also smooth it out in the same way hypernurbs does.
So it rounds everything.

There's work arounds to keep the edges intact, as I mentioned, but I'm sure there's a better way. That's what I'm asking. Selecting the edge loops would be my first instinct, but, Zbrush just wants poly selections? I dont' know. -help-.

Bodypaint can handle bump and displacement texturing as well as material texturing and UV unwrapping, ect and that's fine. But for bump/displacement sculpting, well, watch some youtube examples and you'll see what I mean.

//this one I think I saved out. For example:
http://www.youtube.com/watch?v=Tz3mojb61uw

Ignore the modeling tutes in ZBrush. :)

djembeplay
06-18-2009, 08:39 PM
Hmmmmm... don't know.

Well to throw an idea out there that might be a solution... maybe you can save the displacement map from ZBrush and import it into C4D. Then if you don't want the corners to be affected you could paint them gray... or put the texture in a layer shader with a gray feathered border on top...?

Just thoughts.

Raptor365
06-18-2009, 09:24 PM
I can work around it with extrusions, not a big deal. Appreciate the help though man. I probably need to spend a little more time with the program is all. :beer:

djembeplay
06-18-2009, 09:49 PM
Well... I like to at least try to reciprocate for all the help you've given me.

Dmitry Yun
06-19-2009, 09:49 AM
Can you use masking in Zbrush and Alpha-paint your dents on there with a higher indent setting?

There is also a tool that comes with Modo, it patches your textures together seamlessly within photoshop with smart calculation.

Also a good tutorial on projection mapping at 3dtotal.com under free stuff > tutorials > zbrush.

Good luck!

Raptor365
06-19-2009, 11:26 AM
You can do masking in ZBrush and paint alphas and other things.
I've never tried modo.
I downloaded the 30 day trial version of Mudox 2009 today but it wouldn't run on my computer so I'm back to ZBrush again.

I've found a way that seems to be working by exporting the panels as seperate obj's from C4D and importing into ZBrush. Then make one part the main tool and the other parts sub tools. Calling the parts 'tools' is still a bit of a mystery to me.

Anyways there's a Crease button in the geometry section that's for doing what I was looking for, that is locking down the edges of the mesh and seems to be working.
It seems I have to crease the part before I subdivide it.
I'll have to try it a few more ways to make sure I'm doing it right.

I should spend more time with ZBrush anyways. It comes with some good tutorials I should do. I've forgotten a few things since I last used it. :undecided

//edit: tried it again and that definatley works. I just hit the Crease button before subdividing it and the edges stay in place. Cool.