extruding arms?

extruding arms?

aidenkongas
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Message 1 of 10

extruding arms?

aidenkongas
Explorer
Explorer

hi guys,

 

I'm new to mudbox.

 

Ive got a sphere which is my base torso, how on earth do you extrude out arms without the typology going yuck??

 

ive been using the Wax tool but it just turns out all mashed the further i pull them out.

 

Any ideas?

 

Thanks

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Accepted solutions (1)
2,279 Views
9 Replies
Replies (9)
Message 2 of 10

RobinBall6995
Collaborator
Collaborator
Accepted solution
Mudbox isn't really made to model in directly.

But to a certain extent you can do this using the Retopology tool. Stretch the arms out using grab until they're too stretched to work on. Run the retopology tool to re-mesh the model more evenly. Carry on sculpting.
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Message 3 of 10

aidenkongas
Explorer
Explorer

Ah! Thought that may have been the case, so I should do the base model work in 3ds max first then import it over and work on the detail. Got Cha! 😉 I'll keep the retypology function in mind too. thanks for your help. 😄

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Message 4 of 10

sergimen2001
Collaborator
Collaborator

Excuse me Robinball, but you are wrong.Now Mudbox have several new capabilities for be used like an modeling tool.

I am one of the most old users, and now I have developed several tecniques that  I will publish in these further days in several videotutorials.

 

I have published the 1st of these series of videotutorial modeling techniques in Mudbox 2015, using all the potential of the retopology.

I wasn't publishing here, for a good time, but you can visit my facebook page albums to see my last commision sculpts I made from zero starting the modeling from zero with the aid of retopology and other tecniques I have been using for hard surface modeling.

 

https://www.facebook.com/Sergio3D2D

 

I am abandoning 3DS MAX for create geometry for Mudbox.Actually  I only use MAX for create the UVWs for my models created in Mud.

And take a look the my new video tutorial. 

Greetings:

Sergio.

 

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Message 5 of 10

sergimen2001
Collaborator
Collaborator

Aidenkongas, take a look at this timelapse video mine.

This could be the answer that you wat to do. All made from cubes. I not have used or importe any human basemesh from other 3D apps:

 

 

 

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Message 6 of 10

aidenkongas
Explorer
Explorer
Thank you so much guys! I'll take a look at these videos, your help is much appreciated! ☺
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Message 7 of 10

absoluteKelvin
Collaborator
Collaborator
Sergio, you're pretty hardcore for doing everything in mudbox. Unfortunately there are still some things that are not possible. like adding thickness to clothing, unless you found a way to do so?
https://www.artstation.com/kelvintam
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Message 8 of 10

sergimen2001
Collaborator
Collaborator

Look at these, my last WIP work about clothes.

Look that jacket, look that folds, look at that bags tabs...

I not mean that you can do absolutelly all in Mud, but with only a few improvements could be.

You like to know what I would like in mudbox? The possibility to generate bridges beetween to meshes, for better holes creation. and some tools more in the curve tools.For example for draw quicly some geometric forms.

The hability to fuse messhes in real time like a bolean opp is working now in Meshmixer.

Only give me that. 

But no,Autodesk now is focused in try to sell me Maya and Maya LT.

I don like Maya,(I used 3DS MAX since 1995, and Mudbox since 2006). I like Mudbox with the things we have seen in that video looking the possible Maya 2017 Extension 1.

 

At propossal, in my opinion, Mudbox, since the 2014 version is an modeling app. The problem is that Autodesk stopped that development to sonvert mudbox in a more powerfull modeling app.

 

 

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Message 9 of 10

sergimen2001
Collaborator
Collaborator

Post Data: The jacket and pants are separated objects modeled from cubes and with retopo for obtain an tolopoly accord to correct clothes.

 

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Message 10 of 10

absoluteKelvin
Collaborator
Collaborator
Thanks for sharing your workflow. I understand your concern. even tho i mainly use maya for work. I still want them to develop mudbox as its own entity. Btw I use to be a Max user too, now i use it occasionally for personal work. Yes bridge tool would be valuable along with the boolean. I hate to be forced to use zbrush for doing just boolean work.

got a side question. Since you use max, what is the most notable improvement for modeling since 2012. Sorry if im derailing this thread
https://www.artstation.com/kelvintam
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