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The Mudbox team and I are super proud to announce the release of Mudbox® 2018.2 Update.
This is an important and exciting release for us—plenty to talk about
here—but before I begin, I suppose an introduction is in order. I’m a
Principal Product Designer here at Autodesk, and I’ve spent the past
several years focused on improving modeling, sculpting, and UV editing
workflows in Maya. And last year, I was lucky enough to join the Mudbox
team.
First, a bit of a refresher on what we recently delivered with the Mudbox 2018.1 Update
release, since it’s an important precursor to our 2018.2 Update story.
After reviewing a backlog of defect reports and reconnecting with our
beta community and subscribers, the team knew the first thing we had to
do for Mudbox was to raise the quality bar and general stability of the
product. Mudbox 2018.1 Update was basically a bug-fix release, focused
exclusively on fixing defects, mostly those reported by you folks over
the past few years. We delivered fixes to over 75 customer-reported
defects with that release. But a lot of you asked a very crucial
question soon after checking out that release: where are the new
features?! The Mudbox 2018.2 Update release is our direct answer to that
very question.
For several years now, the number one request from Mudbox artists like yourselves was to add support for Dynamic Tessellation. With 80 votes on our Mudbox Ideas
forum, loads of similar requests in our beta forums, and hey, even some
nudges from our very own development team to finally complete this work
for Mudbox (we’d had a prototype in the works for some time), I’m
beyond excited to announce that we’ve finally delivered on this
promise—you can now dynamically tessellate a mesh as you sculpt.
For
anyone who’s not already familiar with the concept, here’s a bit of a
primer on what it is and the problem it sets out to solve, especially
for concept artists. To sculpt in Mudbox, it used to be necessary to
predict what form your model would need to take before you began adding
detail to it. When you ran out of geometry to work with, you either
needed to subdivide your model, thereby adding 4x the resolution with
each added subdivision level, or create your base mesh with traditional
modeling tools in a separate application like Maya or 3ds Max, taking
valuable time away from the creative thought process and preventing you
from just letting your ideas form as you sculpt. But what if your Mudbox
sculpting tools could tessellate your mesh as you sculpt with them? And what if that tessellation is dynamic,
automatically adding tessellation only where and when you need it? Well
then, you’d have a solution that allows you to create extremely
detailed models from scratch using a simple primitive mesh like a plane
or sphere, all while staying in a single application: Mudbox! That’s
Dynamic Tessellation in a polygonal nutshell.
When
we first introduced Dynamic Tessellation to our beta users, we were
stoked. We knew they’d create some incredible artwork—that was a given,
knowing that a large majority of our beta users are not only seasoned
artists in their own right, but are also Mudbox veterans, having stuck
around since the very beginning. We couldn’t have asked for a more
passionate or engaged beta community—they’re as much a part of the story
of this release as our own development team. We also recruited some new
beta folks, after reading some of the feedback on our Area forums and
seeing how passionate they were about Mudbox. And we’re very glad we
did. So, let’s take a look at a couple of models created by two very
different artists in our beta community using Dynamic Tessellation in
Mudbox 2018.2 Update.
Christoph Schädl, who many of you know as Oglu,
quickly conceptualized an awesome sculpture of a beast head from
scratch, using a simple low-poly sphere. All he’s using are Mudbox
standard sculpting tools like Sculpt, Wax and Bulge with our new Tessellate
feature enabled. Here’s a 2-minute sped-up and edited version of that
sculpting session if you want just the highlights of his work, plus a
10-minute version if you want to see the full workflow from beginning to
end:
Watch the 10-minute version here.
We recruited Sergio Mengual
to the Mudbox beta after finding him helping other users and requesting
Mudbox improvements on our Area forums. He took a simple low-poly
sphere and created a beautiful anatomical study of a horse. You’ll see
that Sergio’s approach is different from Oglu’s—and that’s just it—there
is no prescribed way of working with Dynamic Tessellation—you basically
work the way you want to, adding and removing geometry as you see fit,
anywhere in the process. Here’s a 3-minute sped-up and edited version of
that sculpting session if you want just the highlights of his work,
plus a 10-minute edited version that shows more of the workflow he
followed, plus a comprehensive 40-minute version if you want to see the
full workflow from beginning to end:
Watch the 10 minute version here.
Watch the 40 minute version here.
How
does Mudbox Dynamic Tessellation compare to the voxel-based solutions
out there? Here are some unique benefits of using a tessellation-based
solution:
Add geometry only where you need it
- Freely move, twist and scale parts with no detail loss
- Make functional, articulate surfaces such as eyelids that open and lips that part
- Make thin and wispy surfaces and subtle nuanced shapes
- Work on meshes with open edges
You have a number of tessellation settings you can tweak, but for
the majority of our users, you rarely if ever need to adjust the
settings from their defaults. This is mostly because the thresholds
which Mudbox determines whether to divide or collapse edges during
tessellation are based in screen space—the closer you are to your mesh,
the more tessellation you add to the surface while sculpting. Zoom in to
add detail—simple as that. You focus on the concept—the shape and form
of your model—while Mudbox takes care of the rest.
Tessellation can also be used to selectively change the resolution of your mesh through three new brushes: Refine, Reduce, and Remesh.
Use the Refine brush to add resolution to your mesh, and the Reduce
brush to lower the resolution; in either case, you can set the target
edge length. The Remesh brush lets you set both a minimum and a maximum
edge length, so you can both refine and reduce a mesh at the same time,
making small triangles larger and large ones smaller.
Want to
know more about this new feature set? Check out a step-by-step guide I
recorded for you folks. This 14-minute video covers:
- A visual description of the common sculpting problem we’re solving
- A demonstration of how Dynamic Tessellation works and what’s happening under the hood while you sculpt
- A full step-by-step workflow tutorial on building a detailed tree character concept, starting from a 100-poly plane primitive
Of course, there’s more to 2018.2 than its main attraction. Not only
did we fix another 60+ defects, once again improving the quality and
stability of Mudbox, but we added a few more noteworthy features, like:
- High-DPI monitor support
- Custom Edge Bleed setting for each Texture Map Extraction operation
- Paint Brush Gamma Correct Blending option for linear color blending
- General workflow improvements; i.e.
- Resize brush size and strength from a zero value by using MMB-drag
- Grab Tool Ctrl to grab surface using the normal direction
- Tooltips have been improved
It’s worth noting that the Academy® award-winning development team
who brought Mudbox to life many years ago are the very same developers
who brought this latest release and Dynamic Tessellation to life. They
were as excited to work on this long-awaited feature as any of our beta
users were to finally get their hands on it.
So, thanks
everyone…thanks for checking out this announcement, but more
importantly, thanks for hanging in there with us over the last few
years. It’s been a long time coming, but it’s finally here and we hope
you’re as excited as we are and our beta users have been about it.
Mudbox 2018.2 is available now to all subscribers. The trial,
unfortunately, isn’t updated with the latest update release (it’s an
accounting rules thing), however, Mudbox is still at its very affordable
price of $10/month and of course you can cancel anytime if you’re not
as happy as we are. While we look forward to what’s next for Mudbox, let
us know what you think about this new feature set and how you’d like to
see Mudbox evolve going forward on the Mudbox forum. And please do share your awesome creations in our Autodesk Gallery—the Mudbox team and I can’t wait to see what you folks do with this technology now that it’s out in the wild.
WEB & BUY
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