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  USING TANGENT SYMMETRY IN MUDBOX

   
 
One of my greatest frustration with modeling in 3D has been the use of symmetry. In the early days every part of a model had to be created or you could model one half to the best of your ability then mirror it and see how things were going. Then software started to allow some sort of virtual mirror where you could seen changes applied to a virtual side when you modeled the real side. All well and good until you want to model something that isn't 100% symmetrical ie. almost anything organic. Organics shapes are often roughly symmetrical but have subtle differences. Mudbox has a cool feature called Tangent Symmetry that helps.

 

Useful Links

Subdivisionmodeling.com

Skymatter
Nevercenter

 

STEP 1

For this tutorial I used a concept drawing called `WarBird`, some sort of harbinger of doom hanging around after a battle.

I chose this image because it is basically a symmetrical creature but it is posed in such a way that I would have to rig it after modeling to achieve the look I wanted.

STEP 2

I used SILO to block out a rough, low polygon version of the creature. Below (see Image 2.) you can see that I modeled it in a symmetrical way with both sides looking exactly the same in every way.

When I was happy that the model had no triangles or N-gons I mirrored the geometry across. I then started to `break` the symmetry by moving things around on the model.

I twisted his head to his left. I lowered one of his shoulders. I lowered one leg and raised the other. All very subtle but the effect helped the overall look of the model.

(see Image 3.)


  image 1.


  image 2.

  image 3.

 

STEP 3

I loaded the low polygon mesh into Mudbox (see Image 4.) and renamed the parts of the model from the Object list on the right of the screen

-(right click on the object and choose rename)

At this point you need to set a Topological axis in Mudbox.

STEP 4 - Follow in Images 5 and 6

a.
Go to the bottom left of the screen. Select `selection tools/faces`

b. Using `SHIFT+S` select a face on one side of the mesh.

c. Now select the adjacent face on the opposite side of the mesh. This must be exact or the process will not work.

d. Now got to the top menu and click Mesh/set Topological Axis (or use CTRL+ V)

e. Go back to any of the sculpting tools in the bottom left of the screen

f. Then to properties (right of screen) and select the `Mirror` drop down and use `Tangent`

All set. Ready to sculpt!

  image 4.
  image 5.

  image 6.
 


STEP 5

Sub-divide the model a couple of time to see the effect of the settings we are now using.

-Mesh/sub-Divide selection or SHIFT+D

tip: make sure you have the War Bird Selected first or you will sub-divide the wooden post.

STEP 6

Using the SOFT brush and default settings just sculpt any where on the mesh.

You will quickly see that even though the mesh is posed in a none symmetrical way, Mudbox is applying your strokes using the Topological axis that you defined.

See examples right and below.



 
 


 
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