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Loading a model


From:

Mudbox 2013 Essential Training

with Ryan Kittleson

Video: Loading a model

Before any sculpting can be done there must be a model on which to sculpt. There are several ways to do this depending on where the model comes from and how you plan to use it. I'll go over all these methods and explain when to use them. Any model that you use in Mudbox must be a polygonal mesh. You can import the FBX format which includes a model and possibly additional things like textures, lights, rigged joints, and materials. One method of loading a model is through the Welcome screen, from here we can choose from models that come with Mudbox, and we can also open models from here.
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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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Watch the Online Video Course Mudbox 2013 Essential Training
4h 14m Beginner Jul 26, 2012

Viewers: in countries Watching now:

This course introduces Mudbox, the Autodesk digital sculpting suite, and teaches digital artists how to create realistic assets in Mudbox, including 3D characters, immersive game environments, and product designs. Author Ryan Kittleson focuses on modeling, sculpting, and texturing, as well as topics such as extracting normal maps and exporting assets to Maya and 3ds Max for further rendering and animation. The final chapter covers techniques for showcasing your work in Mudbox.

Topics include:
  • Optimizing a Wacom tablet for Mudbox
  • Navigating the 3D space
  • Editing materials
  • Sculpting with stamps, stencils, and layers
  • Creating and importing UV maps
  • Texturing with Ptex
  • Painting bump maps
  • Creating ambient occlusion and displacement maps
  • Posing characters with jointed skeletons
  • Lighting a scene
  • Rendering still images and movies from Mudbox
Subject:
3D + Animation
Software:
Mudbox
Author:
Ryan Kittleson

Loading a model

Before any sculpting can be done there must be a model on which to sculpt. There are several ways to do this depending on where the model comes from and how you plan to use it. I'll go over all these methods and explain when to use them. Any model that you use in Mudbox must be a polygonal mesh. You can import the FBX format which includes a model and possibly additional things like textures, lights, rigged joints, and materials. One method of loading a model is through the Welcome screen, from here we can choose from models that come with Mudbox, and we can also open models from here.

If you already close this window you can access the same thing by going up to the Create menu, and then choosing Mesh and grabbing any of these default models. So let's open up the Plane. You can also open, or import, other models by going to the File menu. So let's go ahead and open an OBJ model from the exercise files, and let's open up the bust.obj file. Now we're replacing the current scene, so we don't need to save this, let's go ahead and click Don't Save. So that's pretty straightforward.

One last way to get models into Mudbox is by using the Autodesk Send to Feature. This is a new feature that helps users to send assets between various Autodesk programs. I'll show you with 3ds Max, but the steps are the same for Softimage, and Maya. So let's switch to 3ds Max now. I'll go ahead and create a teapot, just click and drag it into the scene, right-click to finish creating it. And then go up to the 3ds Max icon, and let's go down to Send to, and pick Mudbox. And we can either add it to the current scene, or we can replace the current Mudbox scene with the teapot.

Let's go ahead and do that, and let's switch back to Mudbox. All right, so it's asking us if you want to save this scene before we bring in the teapot, and we don't need to save it. So occasionally what will happen if you bring in models from other programs is that Mudbox will tell you there might be some things wrong with it, some things that Mudbox doesn't like so much. So for example, the teapot has what it calls a High-valence vertices. That's really just when you have a lot of edges going into one vertex, and it can sometimes cause visual problems when you're sculpting on it, but it's not a serious problem that would keep you from being able to use the model.

Also if there is problems with the UVs with the Texturing, this'll look more complicated, we'll get into that more in later videos. But for now you just need to know that you can bring in models but there might be occasional issues to deal with. So let's go ahead keep this mesh. Mudbox will only work with Polygon-based models so NURBs surfaces won't work. Also Mudbox likes models to be clean. This means that the model should be made of mostly four-sided polygons. The Polygon should be fairly close to square-shaped not stretched out.

Also Mudbox doesn't like poles, or high-valence vertices. There is also a few other things that Mudbox can be picky about. If you try to load such a mesh, Mudbox will tell you what the problem is and how to fix it. Opening models is fairly straightforward, as you can see, it's almost always the first thing you'll do when you want to get to work in Mudbox.

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