![]() Seeing what your texture layers look like in rather blunt openGL approximations and seeing them rendered in your app with final lighting are two different things, especially when it comes to delicate shader setups like realistic skin.įor game engine output it's nearer to the final look. theres plenty in their thats not currently in any other application. Use all sorts of new worklofws like photoshop brushes inside of mudbox.etc etc. basicaly in short.no more having to guess or pre-empt what your ifnal render will look like. Layer as many texture maps as you want (or machine can handle).see how the ambient occlusion pass will affect the look of your model if taking it into anogther app for rendering. All software has its plus and minus but Mudbox is focused on high quality sculpting, direct 3d paint and Interactive high quality rendering.Ībailty to paint (and see how it is behaving in real time!) spec maps, gloss maps, bump maps.etc etc. Mudbox was designed to provide this and other solutions dont. In the end of the day I'm interested in sculpting dense models quickly, painting several texture maps per character with layers relative to my 3d sculpted details and viewing this all in a way that looks like my movie or game if possible. Well supported ongoing development backed by Autodesk that listens to user needs and will respond quickly to them quickly. Future interop with, Max, Maya, XSI that only Mudbox can offer Floating networked licensing (use limited number of seats anywhere around the studio ) Fast Multi threaded Normal and Displacement extraction that is compatible with 3ds Max and Maya (extracting between multiple objects ) Fast Stencil projection system for projecting image data up to 32 bits per channel to the mesh HDRI brushes for sculpting with even geometry based height data Paint multiple texture maps per scene or per mesh Work in a rendered environment that closely mimics your game engine or final film render *Using recommended hardware and workflows Tumble more dense mesh objects (without faceting down to lowRes) while viewing the entire asset with HDRI lighting and interactive shadows and textures. (Saving you time and money over any other solutions ) Full Gpu accelerated painting for the world’s fastest 3d painting on millions of polygons. High quality full 3d projection without streaks across UV seams) Use texture layers to organize your detail. Direct 3d Texture Painting (paint multiple channels and visualize them together such as bump, reflection, diffuse, specular. Standard 3D as expected (true perspective view, multiple object and material support and camera) User Interface (easier to learn, familiar hotkeys for Maya and Photoshop users) Get Mudbox if you are interested in these points: It may sound like spin but its true when you consider we are in the same roof as 3dsMax, Maya, AutoCad, Alias Studio tools and now XSI. And we are working with the best 3d developers in the industry to do that. ![]() But we are working hard to make it that way. But the reason why I continue to still develop and use Mudbox is because no other solutions offer the focused features I need in Sculpting, Painting and Interactive Rendering performance combined that Mudbox does.
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