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Importing a reference image plane

From: Mudbox 2013 Essential Training

Video: Importing a reference image plane

When creating 3D models and sculpts it can often be helpful to have a guide. If you're basing your model off of an existing drawing or photograph, you can bring it into Mudbox and line up your model with the image. This makes it a lot easier to create models that are accurate to an original design. Let's start by opening up the basic Human Body figure. Image planes are attached to cameras almost like placing a projector slide in front of a camera lens. It lets you see both the reference image and the model at the same time so that you can line them up.

Importing a reference image plane

When creating 3D models and sculpts it can often be helpful to have a guide. If you're basing your model off of an existing drawing or photograph, you can bring it into Mudbox and line up your model with the image. This makes it a lot easier to create models that are accurate to an original design. Let's start by opening up the basic Human Body figure. Image planes are attached to cameras almost like placing a projector slide in front of a camera lens. It lets you see both the reference image and the model at the same time so that you can line them up.

So far we've only used the default Perspective camera, there is also a Top, Side, and Front camera. These are different from the Front, Top, and Sides available in the view cube. Those are just preset angles in which you can position the perspective camera. The other cameras are orthographic cameras which means that they don't make objects look smaller with distance. Those can be found over here in the object list. To look through one of these cameras just right-click on it and select Look Through. Orthographic cameras are useful for image planes because they create a perfectly flat view of the model.

So I am just going to pan the camera up a little bit so we can see the entire figure here. Now let's actually get an image plane in here. Make sure you have got the Front camera active, and let's click the little plus sign next to it, and we will scroll down and click on the ImagePlane attribute of the camera. Now let's go click on Import, and we want to load up the exercise file for this movie, so it's Ch 1 Image Plane, and go ahead and click hank_reference. Mudbox has placed the image in front of the model which makes it hard to see what we are working on. There is two things you can do to fix that.

First you can change the image's visibility so it's semitransparent. So over here in the ImagePlane properties, you can just slide the Visibility down a little bit. You can also change the Depth so that the ImagePlane will be placed behind the model, instead of in front like it is right now. It's really just up to your preference how you'd set these. One other issue is that the ImagePlane is much larger than the model. So let's scroll down in here and set the Scale to something else. For every Image Plane it's going to be different. Let's see what 0.5 does. Okay that works pretty good for this.

So now we can see the entire Image Plane on our screen at once. Depending on the resolution of your monitor and the size of the Image Plane that could be a totally different number, and you might have to do some trial and error to get something that works right for you. Now we can use scale and pan with the camera to move the model around. So I just want to get it lined up so that the model is more or less on top of the Image Plane. Now let's get reference for the side view, let's go up to the Side camera and right click and Look Through. Now we are just going pan the model down a little bit, so we can see the whole thing.

There is another way to bring in image planes. Let's go up to the Image Browser. Now it's already looking in the correct exercise file folder, but just in case it's not, you can click on Open Directory right here and go find any other directory to open up on your computer. So we have got our hank_reference. Now we want to set it as an Image Plane, so let's click on this icon right here, and let's go back to the 3D view. So it's brought it in as an Image Plane for the Side camera. Let's do the same thing we did before, click the plus sign here and click ImagePlane so that we can work with the attributes of the Image Plane.

So let's see, same thing, let's grab the Depth and pull it back a little bit so we can see the model in front of the Image Plane, and let's also change that Scale to the same thing 0.5. All right, now I am just going to pan the model over so it's on top of the Side view of the Image Plane. With Image Planes in place, you can now adjust the proportions of the model to fit the reference, but that's for later in the course. For now just get comfortable with importing and adjusting Image Planes. Image Planes come in handy when you want to make sure that your model is lining up with reference, you may not need them all the time if, for example, you're working on a model that was already created according to reference in another program or if you're creating your own design from scratch.

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This video is part of

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Mudbox 2013 Essential Training

64 video lessons · 7975 viewers

Ryan Kittleson
Author

 
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  1. 7m 49s
    1. Introduction
      58s
    2. What you should know before watching this course
      1m 28s
    3. Using the exercise files
      1m 1s
    4. Understanding where to store user-made tools
      4m 22s
  2. 49m 31s
    1. Optimizing a Wacom tablet for Mudbox
      1m 54s
    2. Getting a first look at Mudbox
      2m 47s
    3. Understanding the limitations of Mudbox
      4m 2s
    4. Loading a model
      3m 18s
    5. Moving the camera
      3m 43s
    6. Focusing and framing
      1m 33s
    7. Customizing hotkeys
      4m 42s
    8. Importing a reference image plane
      4m 9s
    9. Working with subdivision levels
      3m 40s
    10. Subdivision level tips and tricks
      3m 17s
    11. Editing materials
      5m 46s
    12. Using the selection tools
      4m 37s
    13. Hiding and unhiding parts of a model
      2m 50s
    14. Selection tips and tricks
      3m 13s
  3. 1h 0m
    1. Sculpting in Mudbox
      5m 49s
    2. Using the standard sculpting tools
      6m 21s
    3. Using the special sculpting tools
      3m 54s
    4. Customizing the sculpt tools
      4m 28s
    5. Making a custom crease tool
      4m 7s
    6. Using stamps
      4m 12s
    7. Using stencils
      5m 50s
    8. Freezing parts of a sculpt
      3m 8s
    9. Sculpting custom stamps and stencils
      6m 24s
    10. Sculpting with layers
      3m 16s
    11. Editing sculpt layers
      3m 3s
    12. Working with multiple sculpt layers
      3m 8s
    13. Sculpting symmetrical details on an asymmetrical model
      2m 45s
    14. Bringing it together: Sculpting demo
      4m 16s
  4. 22m 52s
    1. Using the Object List
      4m 1s
    2. Translating objects
      3m 12s
    3. Duplicating and flipping an object
      2m 57s
    4. Transferring detail between two models
      4m 38s
    5. Cleaning up problems with transfer details
      4m 19s
    6. Using materials with multiple objects
      3m 45s
  5. 37m 8s
    1. Using UV maps
      3m 58s
    2. Creating and importing UVs
      3m 39s
    3. Creating paint layers
      2m 35s
    4. Using basic painting tools
      4m 34s
    5. Using adjustment painting tools
      2m 31s
    6. Painting with the advanced tools
      5m 22s
    7. Editing stencils
      4m 54s
    8. Working with paint layers
      4m 15s
    9. Texturing with Ptex
      5m 20s
  6. 38m 40s
    1. Understanding texture channels
      4m 53s
    2. Painting bump maps
      6m 21s
    3. Making the most of texture channels
      5m 59s
    4. Transfering paint layers between models
      3m 55s
    5. Making normal maps
      4m 44s
    6. Creating ambient occlusion maps
      4m 53s
    7. Generating displacement maps
      3m 48s
    8. Preparing texture files for use in other applications
      4m 7s
  7. 16m 6s
    1. Introduction to joints and posing
      5m 12s
    2. Creating joint skeletons
      3m 23s
    3. Painting weights
      4m 50s
    4. Posing a character
      2m 41s
  8. 19m 59s
    1. Lighting the scene
      5m 17s
    2. Using point and image-based lights
      3m 23s
    3. Setting up viewport effects
      6m 5s
    4. Rendering still images and movies
      5m 14s
  9. 1m 45s
    1. Next steps
      1m 45s

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