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Overview of Mudbox

From: Game Prop Creation in Maya

Video: Overview of Mudbox

In this chapter I'll look at incorporating Autodesk Mudbox in the pipeline. Mudbox is a purpose-built digital sculpting application. The neat part is that it's very, very integrated. We've got send to buttons in 3ds Max, Maya, and Mudbox to go to the other applications. The idea behind Mudbox is we're going to bring in an object, or start native here, and sculpt it subdividing it to a very, very high poly count and then baking out normals. We can also paint, and we can sculpt and paint in a mixed flow.

Overview of Mudbox

In this chapter I'll look at incorporating Autodesk Mudbox in the pipeline. Mudbox is a purpose-built digital sculpting application. The neat part is that it's very, very integrated. We've got send to buttons in 3ds Max, Maya, and Mudbox to go to the other applications. The idea behind Mudbox is we're going to bring in an object, or start native here, and sculpt it subdividing it to a very, very high poly count and then baking out normals. We can also paint, and we can sculpt and paint in a mixed flow.

Then we can take this back out as imagery, baking out our normals and our color maps as we need. I'll give a quick example starting out with a Basic Head. The user navigation is like Maya, Alt and the left mouse to tumble, Alt and the right mouse to dolly, Alt and the Mouse Wheel to pan. The idea is I'm going to subdivide the mesh. I'll press W for wireframe and show the basic head, and then I'll press Shift+D, which is also found under Mesh and Subdivision adding new levels.

I'll add in a few, we can see up here in the poly count I am up to 128,000 on this head. Reasonably that could be an entire game environment. But for a head it's a little bit much. What I am going to do though is sculpt on it. I'll press W to turn off my wireframe, and I'll go over to my Sculpt Tools. All of our tools here in Mudbox are down at the bottom. Sculpt Tools, Painting Tools, Posing, and Curving. So if you are dealing at a character you can take across a rig as well and pose it. I've double-clicked on my Sculpt Brush, and there are the properties over on the right, the Size and Strength.

I've also got Mirroring on, and we can change that around. I'll take this head and add in some things. Let's give this guy some horns up the side. In fact, let's give him two rows. I'll use my Bracket keys to up size the brush. The idea here is it's made to handle large poly counts, I can sculpt this in a fine detail, finer than I could do in Maya and with a poly count that would really choke the application. In this case though, I can quickly, easily add detail into this fellow.

The tools down here are like we'd find in traditional sculpting. Pinching, Grabbing, Flattening in things, and we can also stencil. I'm going to stencil some patterns on his head on the side as an example. I'll pick Stencil and go in and pick elephant skin. I'll just sculpt in a little bit of detail as an example here. It's neat because we can add in detail on a model very quickly. The point here is we can work with a very, very big poly count, and as part of this add in great detail.

Along with it we can paint, and I'll click on Paint Brush and give him some green. Once I click in the model it defines what map we'd like to paint, and we can paint all of our common maps here, we can paint straight into normal, and we can paint things like Diffuse, Specular, and Gloss, we could even paint incandescence. If objects need to look they are emitting light. I'll paint into Diffuse and paint this model. It's loaded as UVs in, and now that I've started in. I'm going to paint.

This is his base coat, and right now he is, well, a very pleasing shade of green. The idea then is we can sculpt and paint and really mix it in the pipeline. It's as if we had a sculpture and decided to paint it but not fire it and comeback and sculpt more well the paint was still wet and mix that up. Something that in real life would be difficult to keep separate. Here in Mudbox it's not a big deal, we'll go in and sculpt and paint, and let's give his head stripes a little different color, and we can blend them. I'll just blend in a little bit of yellow.

And I'll bring back the Strength on this paint so it's not quite so fierce, there he is a nice green guy with a yellow patch on the side. Now this is just a quick example, but the tools in here are fantastic, and it's made to get a non-technical artist up and running in five minutes or less. And when we're ready we'll go and take out those Maps, extracting out our Texture Maps choosing either normals, vector displacement, taking out our diffuse maps. It's also linked we can take this channel and put it out to Photoshop as a PSD or bring in something we've done in Photoshop is the basis for a texture.

If you can think of it, you can sculpt it, and you can paint it, it's very quick and intuitive and fits terrifically into the pipeline.

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This video is part of

Image for Game Prop Creation in Maya
Game Prop Creation in Maya

90 video lessons · 6149 viewers

Adam Crespi
Author

 
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  1. 7m 22s
    1. Welcome
      43s
    2. Using the exercise files
      1m 35s
    3. What you should know before watching this course
      23s
    4. Setting up the workflow
      4m 41s
  2. 46m 16s
    1. Overview of modeling a large prop and planning for modular textures and models
      6m 53s
    2. Blocking out the overall form
      6m 14s
    3. Adding curved panels
      3m 26s
    4. Rounding the corners
      6m 46s
    5. Unwrapping the face frame
      6m 39s
    6. Unwrapping the sides
      5m 8s
    7. Moving and sewing UVs
      5m 23s
    8. Laying out the UV coordinates
      5m 47s
  3. 1h 50m
    1. Overview of the texturing process and PSD networks
      4m 43s
    2. Creating a bump map for the sides
      10m 55s
    3. Adding details to the bump map
      8m 6s
    4. Drawing the bump map for the front
      7m 51s
    5. Adding details to the panels
      7m 45s
    6. Painting the diffuse texture and planning the layers
      3m 35s
    7. Painting the base coat and the logo
      5m 24s
    8. Adding labels and other markings
      10m 45s
    9. Adding soft rust
      8m 32s
    10. Adding rust bubbles
      8m 58s
    11. Setting up a library of gas pump textures
      6m 40s
    12. Painting dirt and rust variations
      5m 23s
    13. Weathering away the paint
      5m 1s
    14. Converting bump maps to normal maps
      5m 36s
    15. Testing the maps
      11m 8s
  4. 1h 28m
    1. Overview of modeling small props
      1m 59s
    2. Modeling a sledgehammer
      6m 11s
    3. Modeling a pry bar
      6m 26s
    4. Adding detail and hardening edges
      5m 28s
    5. Unwrapping as part of building a texture sheet for small tools
      8m 27s
    6. Modeling a metal ladder
      8m 51s
    7. Unwrapping and cloning
      8m 46s
    8. Placing the clean texture
      8m 39s
    9. Laying out a texture sheet for multiple tools
      8m 37s
    10. Painting rusty steel
      7m 46s
    11. Adding dirt and wear
      5m 42s
    12. Planning for optimal texture usage
      7m 37s
    13. Painting dirt and age variations
      3m 42s
  5. 1h 45m
    1. Modeling furniture using simple parts and reusable textures
      2m 53s
    2. Planning and analyzing the modeling of a chair
      4m 56s
    3. Blocking out the basic form
      8m 24s
    4. Adding detail and softening edges
      6m 42s
    5. Refining the silhouette
      12m 9s
    6. Blocking out the form of a round chair
      7m 39s
    7. Adding detail and softening the edges of a round chair
      5m 20s
    8. Unwrapping as part of building a texture sheet for furniture
      14m 36s
    9. Planning the modeling of a table
      3m 14s
    10. Blocking out the basic table form
      4m 41s
    11. Adding legs to the table
      7m 6s
    12. Breaking up the model for texturing
      7m 55s
    13. Laying out the wood texture
      9m 29s
    14. Reusing parts to make a round table
      10m 12s
  6. 39m 23s
    1. Understanding the importance of painting textures from scratch
      2m 9s
    2. Creating the initial grain lines
      4m 43s
    3. Adding value variation across the grain
      2m 22s
    4. Warping the grain
      2m 50s
    5. Adding knots
      4m 27s
    6. Colorizing the grain and planning for stains
      6m 53s
    7. Cutting out boards for a UV layout
      5m 26s
    8. Adding patina and wear to a final texture
      10m 33s
  7. 1h 2m
    1. Understanding the importance of a low poly count
      4m 46s
    2. Overview of normal maps
      9m 26s
    3. Overview of the high-poly projection pipeline
      3m 10s
    4. Planning the UV space for projection
      5m 29s
    5. Working with hard edges and subdividing
      7m 22s
    6. Adding details by beveling and extruding
      6m 50s
    7. Fixing geometry
      7m 39s
    8. Using the Sculpt Geometry tool and soft selection to add dents
      9m 32s
    9. Baking the high-poly model onto the low-poly model to produce a normal map
      8m 21s
  8. 51m 4s
    1. Overview of Mudbox
      4m 26s
    2. Preparing for a smooth export to Mudbox
      7m 43s
    3. Importing from Mudbox: Choosing the right resolution
      5m 9s
    4. Using the sculpt tools
      8m 30s
    5. Painting
      8m 58s
    6. Exporting paint layers from Mudbox
      1m 35s
    7. Extracting and exporting a normal map from Mudbox
      6m 2s
    8. Importing and assigning objects and maps in Unity
      8m 41s
  9. 41m 4s
    1. Overview of ambient occlusion and specularity
      5m 55s
    2. Setting up ambient occlusion as a texture
      7m 3s
    3. Using ambient occlusion as a foundation for dirt
      6m 44s
    4. Using ambient occlusion as a foundation for rust
      10m 5s
    5. Painting a specular map
      6m 48s
    6. Streamlining the import process: Placing maps in the right channels
      4m 29s
  10. 21m 46s
    1. Overview of importing into Unity
      3m 15s
    2. Preparing and exporting props to Unity
      7m 54s
    3. Cloning props in Unity with different looks
      5m 21s
    4. Adding lights to test smoothing and textures
      5m 16s
  11. 22s
    1. Next steps
      22s

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