Book Image

Mudbox 2013 Cookbook

Book Image

Mudbox 2013 Cookbook

Overview of this book

"Mudbox 2013 Cookbook" covers a variety of techniques that can be used to bring your imagination to life. You will be able to create detailed characters and environments like the ones found in games, movies, and on television. Each recipe is one more building block towards digitally sculpting your ideas into reality. "Mudbox 2013 Cookbook" is written in recipes so that you can refer back to it whenever you seek help. The advanced techniques described in this book cover the whole spectrum of Mudbox's capabilities. With this book you will learn the foundational techniques in using Mudbox as well as more advanced ones "Mudbox 2013 Cookbook" will guide the reader step by step through the process of creating brushes, sculpting, 3d painting, lighting assets, extracting normal maps, and many other techniques. If a recipe is too advanced for you then you can visit the suggested recipes listed at the end of the recipe to learn supporting techniques. Supporting images are used for readers who understand things more visually. Each recipe is rated for difficulty so that you can find techniques that line up with your skill level. Once you complete the beginner and intermediate recipes you will be able to move on to the more advanced recipes.
Table of Contents (16 chapters)
Mudbox 2013 Cookbook
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface

Adding and adjusting your image planes


This recipe will teach you how to apply an image plane to your camera/viewport so that you can look at reference photos in your workspace.

Getting ready

First you will need an image that has been saved as .jpg, .bmp, .png, .tga, .tif, .gif, or .exr.

How to do it...

  1. 1. To apply the image to your image plane, first go to the Object List tab on the right-hand side of the Mudbox workspace. It is located between the Layers and Viewport Filters tab.

  2. 2. Next, go to the list under Name and find which camera you would like to attach it to.

  3. 3. The default camera you are looking through is the perspective camera. If you would like to switch cameras you can right-click on the camera you would like to use and choose Look Through.

  4. 4. Once you have chosen which camera you would like to add the image plane to, click on the + next to the name of the camera. This will drop down two menu items, Stencil and ImagePlane.

  5. 5. Now, you are going to select ImagePlane and the properties below this window will show an option to Import or Export an image. The following screenshot is what the window looks like with the Properties and Object List tab open.

  6. 6. The next thing you're going to do is click on Import and choose your image file. Once it is imported you will see it appear in your viewport.

How it works...

When you apply an image to the image plane, it is basically setting up a billboard image that always faces the camera, no matter how much you rotate, zoom, or pan your camera.

The image plane will only be visible through the camera that you are looking. This can be helpful since you could apply reference images of different angles to each camera. For example, if you are working on a head, you can apply an image of the face to the front camera, and you can apply an image of the profile of the face to the side camera. This way you will be able to switch between cameras and only have the images you need from that view. Otherwise your workspace could get very cluttered with many images of all angles in one view.

There's more...

If you need to adjust the image plane, you can use the following hotkeys:

  • e + left mouse button will rotate the image

  • e + middle mouse button will pan the image

  • e + left mouse button + middle mouse button will scale the image

  • e + right mouse button will adjust the depth of the plane

Advanced properties

Under the advanced drop-down menu for the image plane, you will find settings for Visibility and Depth. You can either input a number into the textbox or you can use the slider to adjust the value.

  • Visibility: This determines how transparent the image plane will be. The closer it is to 1, the more visible it becomes, whereas adjusting the value closer to 0 will cause it to become more transparent.

  • Depth: This determines how far away from the camera the image plane will sit. This will not change the size in the viewport but it will make the image appear behind the objects in your scene, or in front of them, depending on what values you use. By default, the depth slider goes from 0 to 1000, 1000 being the farthest away and 0 being the closest. If you would like the plane to be even farther away, you can type a value into the textbox and the slider will readjust itself, making the number you input as the new maximum value. For example, if I enter 3000 into the textbox, then the slider will now slide from 0 to 3000 instead of the original 0 to 1000.

Transformation properties

The last section in the image plane properties is called Transformation. This section shows and allows you to change the values associated with the image plane's Translation (location), Rotation, and Scale. The quickest way to alter these values is by using the hotkeys mentioned earlier, but if you would like to go in and assign values manually, this is the place to do it. Note that next to Translation there are three textboxes. These are for the X, Y, and Z coordinates of 3D space.

See also

  • The Bookmarking the camera view recipe

  • The Setting up stamps, stencils, and image planes using image browser recipe in Chapter 2, Heads Up