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Mudbox 2013 Essential Training
Richard Downs

Mudbox 2013 Essential Training

with Ryan Kittleson

 


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

show more

author
Ryan Kittleson
subject
3D + Animation, Modeling, Textures, Game Design
software
Mudbox 2013
level
Beginner
duration
4h 14m
released
Jul 26, 2012

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Introduction
Introduction
00:04Hi. I am Ryan Kittleson, and welcome to Mudbox Essential Training.
00:08In this course I will show you everything a beginner needs to get started
00:12sculpting and painting in Mudbox.
00:13First, I am going to explain the interface and help you make sense of how Mudbox works.
00:18Then I will show you not only how to sculpt a model but how to texture and pose it as well.
00:23I will cover the whole pipeline of model creation in Mudbox from importing from
00:29other programs to refining details and extracting texture maps.
00:33This course hits all the main features.
00:36Mudbox is a powerful program that appeals to professional artists, but it's also
00:40fairly intuitive and approachable by the less experienced.
00:43You don't need to be a computer wiz to get the most out of this course.
00:47I will be covering Mudbox from the ground up, so it's perfect for people who are
00:51new to 3D sculpting.
00:53Well, I am excited to start Mudbox Essential Training, and I hope you are too.
00:56Let's get to it.
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What you should know before watching this course
00:00While Mudbox isn't all that complicated compared to other 3D softwares, it does
00:05involve some advanced technical concepts that I will be explaining.
00:09There are some basic skills that I will be assuming that you have before
00:12watching this course.
00:14You should have a basic understanding of how to use computers, things like
00:17loading and saving files, switching between windows and programs, and using
00:22basic interface operations, things like using menus and input boxes.
00:28Although not necessary, it can be helpful to have some experience with other
00:32creative programs like Photoshop, Maya, ZBrush, and so on.
00:36Ultimately, Mudbox is a tool in the hands of artists and crafts people.
00:40Your own artistic ability will have a lot to do with the results you get from
00:45this course and from Mudbox.
00:46It's also going to be helpful to understand that Mudbox fits in with an
00:50ecosystem of other programs in a pipeline.
00:53So for example, before you use Mudbox, you would probably want to design
00:58whatever it is you are going to be creating, model it in a separate program, and
01:02then use Mudbox for sculpting and texturing it, and then export it from Mudbox
01:06for using animations, games, and 3D printing.
01:10Many things that you will be doing in Mudbox are just a single part of a larger workflow.
01:16So they might not necessarily make sense unless you know where you are coming
01:19from with other programs.
01:21Understanding these few details will help you know what you need to know to get
01:25the most out of Mudbox, and this course.
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Using the exercise files
00:00If you are a premium member of the lynda.com online training library or if you
00:05are watching this tutorial on a DVD, you have access to the exercise files used
00:10throughout this title. The exercise files are located by chapter.
00:14If you go inside of a chapter, you will find each separate movie has its
00:18own exercise files. So for example, let's go inside Sculpting.
00:23Most exercise files in this course are Mudbox scene files with the MUD extension.
00:30Sometimes, you may find exercise files that have an extra folder associated with them.
00:36Those are internal files that Mudbox uses to store textures.
00:40You won't have to mess with these folders.
00:45Also, occasionally, there will be some other types of exercise files
00:49like Reference images.
00:50If you are not a premium subscriber to lynda.com, you don't have access to the
00:54exercise files, but you can follow along from scratch with your own assets.
00:59Let's get started.
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Understanding where to store user-made tools
00:00In this video I just want to go over a few of the things that may be a little
00:05bit confusing about the way that Mudbox deals with its file structures.
00:09Mudbox comes with several extra add-ons, like Stamps and Stencils, they're images
00:14that can help you work in Mudbox and create different effects, and I just want
00:19to demonstrate some of the things that might be confusing about it.
00:22Mudbox actually has two different folders for these.
00:25A folder for the Stamps and Stencils that come with the program, and a separate
00:29folder for Custom Stamps and Stencils, or User Generated Material, so I just
00:35want to demonstrate how to find the folder for the User Generated Material.
00:40Now if you want to load any custom stamps in, you'd go and click on this
00:44arrow and click Add Stamp, and it's going to look for a folder that is a little
00:50bit hard to find, so let me switch to the Finder and show you where that is.
00:54If you are on a PC, you want to go into your Libraries, and Documents, and there
00:58should be a Mudbox folder, and then your version of Mudbox. So we're using
01:03Mudbox 2013 64 bit version, so we will click on this--it might be different if
01:08you're using a different version of Mudbox--and then you'll go into data, and in
01:12here you'll find all of these folders for user-made content or custom stamps,
01:18custom stencils that kind of thing. Right now, it's empty by default.
01:22This is a different folder from where Mudbox stores the built-in stamps and stencils.
01:29And in a moment, I am going to show you where this is on a Mac.
01:33So there will be times throughout the course that we might need to copy
01:36files into these folders.
01:37So for example, one of our exercise files, we may be coming in here, Chapter 2,
01:44and I might want to copy this. So I am going to hit Ctrl+C on this file, and
01:49let's take it back into the folder we were in before, and let's just drop this
01:54in the stamps, and Ctrl+V to paste it. Okay, great.
01:59Now that we've got this file here, we can open it up in Mudbox.
02:03You will see here it's already in the folder, let me just Cancel this just to
02:07demonstrate again exactly how, Add Stamp, and you can see it's right here in
02:12this folder, ready for us to open.
02:14So this is just to get you familiar with how the file structure works in Mudbox.
02:19We will be getting more in-depth in this in Chapter 2 when we actually use this
02:23custom stamp, and now let's see how to do it on a Mac.
02:27Finding the folders that we need on a Mac is a little bit more complicated.
02:31To do this, we need to open up the User Library folder, it's different from a system library.
02:36So if you find a folder called library it might not necessarily be the one you want.
02:40So I will show you how to get exactly the right folder.
02:43Let's go up to the Go menu in the Finder and what we want to do is hold down the
02:47Option key, this exposes a hidden folder called Library.
02:52Let's go ahead and click on that.
02:54So this shows us a lot of folders that have to do with different programs that
02:58you wouldn't normally go into.
03:00Let's open up Application Support, and then over to Autodesk, and then the
03:05Mudbox with the version--if you have a different version on Mudbox you might see
03:09something else here. Go ahead and click on that.
03:12So this is all of the folders that we are going to be using.
03:15So let's actually go back one folder and just drag this over to our FAVORITES,
03:19so we can access it easily at any time.
03:22With that done, let's go get that file that we want to copy into our Stamps folder.
03:27So on the Desktop we've got our exercise files, let's go into Chapter 2 and grab
03:33this creasestamp, and I will just hit Command+C to copy it.
03:37We will go into Mudbox, go into Stamps and Command+V, and we will paste that in there.
03:45All right, back to Mudbox.
03:49Let's click on this to add a Stamp, and you can see now in our Stamps folder
03:55we've got creasestamp.
03:57If you go to open up a stamp, and you find yourself in some other folder, and
04:01you can't exactly find how to get back into the Library folder and all that just
04:05remember that you've made a favorite here of the Mudbox2013 folder, so you can
04:09always just simply click on this and get back into these files.
04:13So we'll be making use of that folder later on in this course, but for now I
04:17just wanted to make sure that everyone can figure out how to get to the right folders.
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1. Getting Started
Optimizing a Wacom tablet for Mudbox
00:00In order to get the most out of Mudbox you'll want to use a Wacom tablet or other
00:05pressure-sensitive pen device.
00:07By default, the Wacom settings aren't optimal for use in Mudbox.
00:11With a few simple adjustments your Wacom tablet will perform much more
00:15intuitively in Mudbox.
00:17So before we start Mudbox, let's go to the Wacom Tablet Properties in the
00:21Windows Control panel.
00:25If you're on a Mac, click the apple in the upper left corner, and then click
00:29System Preferences, I'll just open up Hardware and Sound, and then go down to
00:33Wacom Tablet Properties.
00:36If you don't see your pen listed here in the tools, go ahead and use the pen on
00:40the tablet, and it should pop up.
00:42So make sure you've got the Pen icon active, and let's change the button, Click Assignment.
00:48As it is now you can't use the buttons on the Pen to perform a middle click.
00:53I like to set the button furthest from the tip as a right-click.
00:56So let's just click this here and go up to Clicks and pick Right-Click.
01:02And I also want to set the button in between the two as a middle click, so let's click
01:07up here, go to Clicks, and pick Middle Click.
01:10Now let's go to the Mapping tab, this affects how the proportions of the tablet
01:15relate to the proportions of your screen. We want the Height and Width
01:19Proportions to be the same between the two. So let's turn on Force Proportions.
01:24Without this option turned on any movements that you make with the pen will get
01:28distorted or stretched.
01:29Now there is not a lot of difference on the computer that I'm using, but if you
01:34have dual monitors there could be a very large difference for you.
01:37With those two changes made we can now close the Wacom Tablet Properties.
01:42In Mudbox you could be using the Wacom Pen for almost everything you do.
01:46So it makes sense to optimize it so that you don't have to struggle with the
01:50settings, this will help your experience in Mudbox feel much more natural.
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Getting a first look at Mudbox
00:00Mudbox has a straightforward and intuitive interface that is relatively easy to get used to.
00:06If you've used other 3D programs before it should feel pretty familiar.
00:10You can even customize it to behave similarly to other programs like the
00:14ZBrush, 3ds Max, or Maya.
00:17In this video I'll introduce the basic interface arrangement, so let's start up Mudbox.
00:22The first time you run it you'll see a popup that lets you customize things
00:26like Language and Keyboard Preferences.
00:28I'm used to working in Maya, so I am going to set the mouse and interaction mode
00:33to behave kind of like Maya does.
00:35Be aware, however, that this only changes the Viewport Navigation Controls.
00:40Also, during this course, I may mention, for example, to Alt+right-click on
00:45something or to middle-drag something else.
00:47If you choose a different keyboard configuration you may not get the
00:50same results that I do.
00:52With that out of the day, let's go ahead and click OK.
00:56Let's go ahead and click on one of the Preset scenes and get familiar with the interface.
01:02The main part of the interface is the Viewport.
01:05This is where you'll view the model and where you'll interact with it.
01:08There is a few other Viewport types, the default type is the 3D view, and you
01:13can access it by clicking this tab here.
01:15There's also the UV view, I'll talk more about this view later on, but basically
01:21it shows you how the model is broken up for Texture Mapping.
01:23Then there's also the Image Browser, this is a way of finding images on your
01:27computer and quickly loading them into Mudbox.
01:30Finally, there is the Mudbox Community, which is basically a web site where you
01:34can get models and textures that other people have made available.
01:37All right, let's go back to the 3D view. Now down at the bottom left is the tool palette.
01:43This is where you can pick from a variety of brushes and tools that modified the
01:46model in some way, from painting, to sculpting, to posing, and moving and
01:53selecting the model, this is where you choose all your tools.
01:56To the right of that is a palette of useful items that can be applied to brushes
01:59or to the model directly.
02:01You can sculpt and paint these stamps and stencils onto the model or apply
02:05various materials or lighting presets.
02:08I'll be going over these palettes more in-depth as the course goes on.
02:13In the upper right is a palette that lets you see all the objects in the
02:16scene, as well as examine various layers that have been created on any particular object.
02:22You can also play with Viewport Filters that affect how the model is seen in the Viewport.
02:26Finally, below this palette is the Properties palette, this is where you can
02:30change the settings of any brush or currently selected object.
02:33I'll cover this more completely as well, later in the course.
02:37So that's the Mudbox interface, it may seem like a lot to take in at once,
02:42but as we start working on different projects it'll all start to feel like second nature.
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Understanding the limitations of Mudbox
00:00While Mudbox is primarily used to add details and texture to models that are already
00:05created, it can also be used to design new assets.
00:09There are a few limitations to take into account however.
00:12To demonstrate how Mudbox can be used as a Design tool for Characters and Props,
00:17I'm going to start sculpting on one of the built-in models.
00:20Don't worry if you can't follow along with what I'm doing right now, I'll go
00:23over all these tools and options later.
00:26For now I just want to demonstrate how Mudbox works at a fundamental level.
00:30Let's say that we want to design a character that is basically humanoid.
00:34Mudbox comes with a generic human model that can get us started in the right direction.
00:39So I'm just going to make a few adjustments to the model right now.
00:44You can use Mudbox to stretch things out and to make changes to the overall
00:48proportions of the character.
00:52Experiment with various body proportions and different designs.
00:55So for making very general and limited adjustments to a model, Mudbox works great.
01:00But what if we want to do something more drastic?
01:03That can be done as well, but with some limitations.
01:06Let me show you what I mean.
01:07I want to give the character some big bunny ears, so let's see what happens.
01:19Now I am just going to turn on the wireframe, you can see that the polygons get
01:23really stretched out, there's only a few polygons defining the whole ear.
01:27In order to make this look like an ear we'll have to subdivide the model, which
01:31creates more polygons.
01:34When I do that you see that every polygon has been split into smaller polygons,
01:39this gives us more detail to work with.
01:41We could use this detail to sculpt on more realistic anatomy or to give the
01:45bunny ears more shape.
01:46So now I could sculpt a bend shape into the ears, for example.
01:51The problem that we run into now is that all those polygons in the ear are stretched.
01:57This can make it difficult to sculpt finer details on the surface, so let's see
02:01what happens if we zoom in and try to sculpt something more detailed.
02:07You can see that it's not actually turning out very good, this is called tearing.
02:11When sculpting results in this jagged edge, for this reason I only recommend
02:15making drastic modifications to a model in Mudbox for sketching purposes, not
02:20for use in final production.
02:22Now that we've made some high-resolution details and shapes let's see what that
02:26did to the model at its original density.
02:29You can see that all those finer details go away.
02:32Depending on how you plan to use this model, making drastic changes may or may
02:37not be acceptable, for example, if you wanted to use this model in a video game
02:41you would want to export a low-density version of the model.
02:44But since the ears aren't really defined at this level at all, the model would
02:48look bad and animate poorly.
02:50In order to use this model for games you would want to use a separate modeling
02:54program to model the ears onto the character, and then bring that back into
02:58Mudbox for the finer details.
03:01However, let's say that you only want to make a 3D print of the model.
03:05In that case, you can send the high-resolution model to the Printer, and not
03:09worry about all this tearing.
03:11Another way that you could use the model is the Export for use in a 3D rendered
03:15scene in a program like Maya or 3ds Max.
03:18In that case, you could export the low resolution density along with the
03:22Displacement Map that would recreate the high density details on a low-density
03:26model when you render.
03:28However, the ears would still not work very well for animation purposes because
03:32there is not enough polygons to make smooth deformations, also Displacement
03:37Mapping can get complicated and cause more problems than its worth.
03:41If you want to animate the ears you'll have to model them in a separate program,
03:45and then import that back into Mudbox for detailing.
03:48Feel free to distort the shapes and structures of the models in Mudbox, but just
03:52be aware that as you push it further from its original shape, the model will
03:57more likely need to be retopologized, or remodeled in some other program.
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Loading a model
00:00Before any sculpting can be done there must be a model on which to sculpt.
00:05There are several ways to do this depending on where the model comes from and
00:09how you plan to use it.
00:10I'll go over all these methods and explain when to use them.
00:14Any model that you use in Mudbox must be a polygonal mesh.
00:18You can import the FBX format which includes a model and possibly additional
00:22things like textures, lights, rigged joints, and materials.
00:27One method of loading a model is through the Welcome screen, from here we can
00:30choose from models that come with Mudbox, and we can also open models from here.
00:35If you already close this window you can access the same thing by going up
00:39to the Create menu, and then choosing Mesh and grabbing any of these default models.
00:45So let's open up the Plane.
00:48You can also open, or import, other models by going to the File menu.
00:52So let's go ahead and open an OBJ model from the exercise files, and let's open up the bust.obj file.
01:01Now we're replacing the current scene, so we don't need to save this, let's go
01:06ahead and click Don't Save. So that's pretty straightforward.
01:10One last way to get models into Mudbox is by using the Autodesk Send to Feature.
01:16This is a new feature that helps users to send assets between various Autodesk programs.
01:20I'll show you with 3ds Max, but the steps are the same for Softimage, and Maya.
01:26So let's switch to 3ds Max now.
01:28I'll go ahead and create a teapot, just click and drag it into the scene,
01:33right-click to finish creating it. And then go up to the 3ds Max icon, and let's
01:39go down to Send to, and pick Mudbox. And we can either add it to the current
01:45scene, or we can replace the current Mudbox scene with the teapot.
01:49Let's go ahead and do that, and let's switch back to Mudbox.
01:53All right, so it's asking us if you want to save this scene before we bring in
01:58the teapot, and we don't need to save it.
02:00So occasionally what will happen if you bring in models from other programs is
02:03that Mudbox will tell you there might be some things wrong with it, some things
02:07that Mudbox doesn't like so much.
02:08So for example, the teapot has what it calls a High-valence vertices.
02:13That's really just when you have a lot of edges going into one vertex, and it can
02:17sometimes cause visual problems when you're sculpting on it, but it's not a
02:22serious problem that would keep you from being able to use the model.
02:25Also if there is problems with the UVs with the Texturing, this'll look more
02:30complicated, we'll get into that more in later videos.
02:33But for now you just need to know that you can bring in models but there might
02:36be occasional issues to deal with. So let's go ahead keep this mesh.
02:41Mudbox will only work with Polygon-based models so NURBs surfaces won't work.
02:46Also Mudbox likes models to be clean.
02:49This means that the model should be made of mostly four-sided polygons.
02:53The Polygon should be fairly close to square-shaped not stretched out.
02:58Also Mudbox doesn't like poles, or high-valence vertices.
03:01There is also a few other things that Mudbox can be picky about.
03:05If you try to load such a mesh, Mudbox will tell you what the problem is and how to fix it.
03:11Opening models is fairly straightforward, as you can see, it's almost always the
03:14first thing you'll do when you want to get to work in Mudbox.
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Moving the camera
00:00One of the most common activities that you'll be doing in Mudbox is moving the camera around.
00:05When I'm working on 3D models, I usually move the camera around constantly so
00:10that I can see what I'm doing from all angles.
00:12It's a good idea to get comfortable with the viewport navigation in Mudbox.
00:16Remember, I setup Mudbox to navigate similarly to Maya, so if you set it
00:21up differently because you prefer some other program, the controls will
00:24be different for you.
00:26Let's get a model in the scene, so we have something to look at.
00:29I will pick the bull.
00:31Now viewport navigation is performed with three basic movements, and it'll be a
00:35little different depending on whether you're using a mouse or a Wacom tablet.
00:39It will also be a little different depending on whether you are using Mac or PC.
00:44First, there's rotation around the objects.
00:46If you're on a PC you want to hold down Alt, and if you are on a Mac you want to
00:51hold down Option or Command, and then you just click with the points of the
00:55Stylus or with a standard left-click on the mouse, while you are holding down
00:59Alt or Option, and then you just rotate around the model.
01:02This is really good for getting views from all kinds of different angles.
01:07Second, there's Pan or moving side to side or up or down.
01:11To do this hold down Alt on a PC, or Option or Command on a Mac, and then you
01:16want to click with the middle mouse button if you're using a mouse, or hold down
01:20the middle button on the Stylus without touching the surface of the pad, and
01:26this will move side to side or up and down.
01:30Third, there is zooming the camera closer to the model or further from it.
01:34If you're using a mouse just simply use the scroll wheel to go forwards or backwards.
01:39If you're using a tablet, you want to hold down Alt if you're on a PC, or the
01:43Option or Command keys if you're on a Mac, and at the same time hover while
01:48holding down the right button on the pen, and this will zoom in and out.
01:56One last thing that you may find useful is the View Cube. It's this little guy
02:00right here in the corner, and it gives you another way to view the scene.
02:04You can click and drag on it to rotate around the model.
02:07You can also click on different sides and corners of the cube to view the scene
02:12from different angles, say, for example, the front view, or you could click on
02:16these little arrows to rotate around to different views.
02:18You can also click on the corners or the edges of this cube to see things
02:23from different angles.
02:25When you're viewing the model from one of the straight on angles, you can also
02:29rotate the scene by clicking on one of these arrows.
02:35Clicking on the Home button sends the view to the default angle.
02:40You can also save a different Home view.
02:42I sometimes do this when there's a particular angle to which I want
02:45to constantly return.
02:47So maybe it's some angle where I can see the face up close, and I want to save this view.
02:53So go up here and click this little down arrow and Set Current View as Home.
02:58Now if I move to a different part of the model, and then go back and click Home,
03:03it's going to go back to that view that I saved.
03:06If you want to save multiple camera views, you could use the Camera Bookmarks instead.
03:10So let's go down to the Camera Bookmarks tab, make sure that you have the view
03:14where you want to save it, and then click on this arrow right here and click
03:18Add Camera Bookmark, let's give it a name.
03:23So now if I move the model anywhere else, I can just click on this and
03:26automatically go back to that view. You can save as many bookmarks as you like.
03:31So take a moment to get used to navigating around the model, this is
03:34something that you'll do constantly in Mudbox.
03:37Eventually it will feel so natural that you won't even have to think about it
03:41anymore as you get into sculpting.
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Focusing and framing
00:00Now that we've learned how to move the camera around, let me show you some
00:03tips and tricks that can help you quickly position the camera relative to your models.
00:08This is especially useful if you accidentally move the camera away from the
00:12model and you can't find it again.
00:14So let's go ahead and use the Basic Head for this.
00:17One problem that you may run into while working is that the camera can
00:20sometimes be zoomed, or rotated, so far that the model is no longer visible.
00:25So let me go ahead and simulate that.
00:28When this happens, it can become disorienting because you can't see anything,
00:32and you don't know where to move the camera to get the model back again.
00:35The solution is to simply hit the A key.
00:38This instantly snaps the camera to look at the currently active object.
00:43If no objects are currently selected, then the camera snaps to show
00:46everything in the scene.
00:48Other times, you may find that you want to focus on a particular part of the model.
00:52This is easily done by holding the cursor over the part that you want to focus
00:56on and hit F--and I may have zoomed in a little too close. But if you just
01:01zoom out a little bit, you can see it zoomed in right on the forehead where I
01:03was holding the cursor.
01:06Now if you rotate around the model, it's going to rotate around that exact spot
01:10that you focused on.
01:11If you hit F again on another spot, it will zoom in there, and now rotation will
01:15occur around that spot.
01:17These two hot keys are really great for navigating the scene. Instead of
01:21manually moving the camera in or out on a particular spot, you can just point at it and go.
01:27Also knowing that you can just hit the A key to find your model is a big
01:30relief when you get lost.
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Customizing hotkeys
00:00Mudbox allows you to set custom hotkeys to almost any function within the program.
00:06Whenever you find yourself clicking the same button or going to the same menu option
00:09a lot, you may want to set it as a hotkey so you can get to it faster.
00:14There's several hotkey customizations that I like to set, not only because I use certain
00:19functions a lot, but also to make Mudbox behave even more like other programs that I'm used
00:24to, like Maya and ZBrush.
00:26We don't need a model in this scene, so let's go ahead and click Close.
00:30Let's go up to the Windows menu and click Hotkeys.
00:34There's a list of almost every command that you could possibly use in Mudbox.
00:37Don't worry, I'm just going to change a few of them.
00:40Next to each command is a place for a key and also the option to combine that key with
00:45various modifier keys or stylus clicks or mouse clicks.
00:49The first one I want to change is for changing the brush size.
00:54Right now it's set to B and left-mouse button, which is a little bit cumbersome, I think, sometimes.
00:59So I'm going to change that to Ctrl+right-mouse button.
01:03Now, what you might have happen sometimes is as you're changing these settings, it might
01:10be the same as a different hotkey that's already used, so I don't want to override the setting,
01:16so I'm going to click No.
01:18And sometimes you kind of have to approach it from a different angle, so let's see.
01:22If I want to be right-mouse button and Ctrl, then turn off left-mouse button and then get
01:29rid of the B, there. That should get us there.
01:32Sometimes you have to cut trick Mudbox to go around hotkeys that are already set.
01:38Next I want to change the brush strength hotkey.
01:40I want to change this to Shift+right-mouse button.
01:46Turn off left-mouse button and get rid of the M.
01:49I'm just hitting Delete on the keyboard to get rid of that.
01:52Next, let's change the Deselect all.
01:56So if I've got models selected and I want to deselect them, this will come in handy.
02:01And it actually comes in handy a lot more often because when you have a model selected,
02:04it turns the whole model yellow, which can be distracting.
02:08So I want a quick and easy way to deselect everything.
02:11So I'm going to change this to A and then use Ctrl and Shift.
02:17Next, I want to change the hotkey for increasing or decreasing the subdivision level of the model.
02:23And this I'm going to set to be like ZBrush. And so this hotkey is called Level down faces.
02:28So I'm going to scroll down to the Ls, Level down faces.
02:33By default it's page up and page down. In ZBrush it's D and Shift+D.
02:38So Level down faces I want to be Shift+D.
02:43And yes, let's go ahead and override that setting, because I'm going to change that one as well.
02:47And then Level up faces, let's just change that to D.
02:51So this will behave like ZBrush now. Let's scroll down now to Mirror X.
02:56And I'm just going to turn off Shift and Alt for this one so that the X key by itself turns mirroring on and off.
03:02This is also the way ZBrush works, so I'm just comfortable with it.
03:06Another ZBrush hotkey is Subdividing faces with Ctrl+D, so let's scroll down to Subdivide faces.
03:16And we'll just turn on Ctrl and type in D.
03:20Now let's scroll down to Toggle wireframe, so this will turn the wireframe on and off.
03:25I also like to have this one set the way ZBrush works, so I'm going to turn on Shift+F, and
03:31this is already used for Lock selected, but I rarely use the hotkey for this.
03:35I don't lock too often, so that's okay.
03:38We can override that. And let's go to Toggle grid display.
03:42In other programs, just simply having the G key will turn the grid on and off, so that's pretty convenient.
03:47We'll just set that to G.
03:49And let's scroll down a little bit more, down to Tools - rotate.
03:54Let's see, where is that? Okay, down here, Tools - rotate.
03:58In most 3D programs the Move, Rotate, and Scale tools are in the W, E, and R keys, very convenient.
04:05In most programs, Rotate is the E key and Scale is the R key.
04:12And we'll just scroll down 'til we find translate. That's fine.
04:16We can go ahead and override that setting. I don't use Edit Stencil too often.
04:21So down to Translate, let's set that to W, and that should be everything.
04:25Go ahead and click Done.
04:27With these changes made, some of the most commonly used functions are made much more accessible through hotkeys.
04:34It's fine if you choose not to use the same hotkeys as me,
04:37just be aware of that throughout the course, in case I press a key and nothing happens when you do it.
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Importing a reference image plane
00:00When creating 3D models and sculpts it can often be helpful to have a guide.
00:05If you're basing your model off of an existing drawing or photograph, you can
00:09bring it into Mudbox and line up your model with the image. This makes it a lot
00:14easier to create models that are accurate to an original design.
00:18Let's start by opening up the basic Human Body figure.
00:22Image planes are attached to cameras almost like placing a projector slide in
00:27front of a camera lens.
00:28It lets you see both the reference image and the model at the same time so that
00:32you can line them up.
00:33So far we've only used the default Perspective camera, there is also a Top,
00:38Side, and Front camera.
00:40These are different from the Front, Top, and Sides available in the view cube.
00:44Those are just preset angles in which you can position the perspective camera.
00:48The other cameras are orthographic cameras which means that they don't make
00:52objects look smaller with distance. Those can be found over here in the object list.
00:57To look through one of these cameras just right-click on it and select Look Through.
01:02Orthographic cameras are useful for image planes because they create a perfectly
01:06flat view of the model.
01:08So I am just going to pan the camera up a little bit so we can see the
01:10entire figure here. Now let's actually get an image plane in here.
01:15Make sure you have got the Front camera active, and let's click the little
01:19plus sign next to it, and we will scroll down and click on the ImagePlane
01:24attribute of the camera.
01:26Now let's go click on Import, and we want to load up the exercise file for this
01:30movie, so it's Ch 1 Image Plane, and go ahead and click hank_reference.
01:36Mudbox has placed the image in front of the model which makes it hard to see
01:40what we are working on. There is two things you can do to fix that.
01:44First you can change the image's visibility so it's semitransparent.
01:47So over here in the ImagePlane properties, you can just slide the
01:50Visibility down a little bit.
01:52You can also change the Depth so that the ImagePlane will be placed behind the
01:56model, instead of in front like it is right now.
01:59It's really just up to your preference how you'd set these.
02:01One other issue is that the ImagePlane is much larger than the model.
02:06So let's scroll down in here and set the Scale to something else. For every Image
02:10Plane it's going to be different. Let's see what 0.5 does.
02:12Okay that works pretty good for this.
02:15So now we can see the entire Image Plane on our screen at once.
02:18Depending on the resolution of your monitor and the size of the Image Plane that
02:22could be a totally different number, and you might have to do some trial and
02:25error to get something that works right for you.
02:27Now we can use scale and pan with the camera to move the model around.
02:32So I just want to get it lined up so that the model is more or less on top
02:37of the Image Plane.
02:39Now let's get reference for the side view, let's go up to the Side camera and
02:43right click and Look Through.
02:45Now we are just going pan the model down a little bit, so we can see the whole thing.
02:49There is another way to bring in image planes. Let's go up to the Image Browser.
02:53Now it's already looking in the correct exercise file folder, but just in case
02:57it's not, you can click on Open Directory right here and go find any
03:01other directory to open up on your computer. So we have got our hank_reference.
03:06Now we want to set it as an Image Plane, so let's click on this icon right here,
03:11and let's go back to the 3D view.
03:13So it's brought it in as an Image Plane for the Side camera.
03:16Let's do the same thing we did before, click the plus sign here and click
03:20ImagePlane so that we can work with the attributes of the Image Plane.
03:24So let's see, same thing, let's grab the Depth and pull it back a little bit so
03:29we can see the model in front of the Image Plane, and let's also change that
03:32Scale to the same thing 0.5.
03:34All right, now I am just going to pan the model over so it's on top of the Side
03:41view of the Image Plane.
03:43With Image Planes in place, you can now adjust the proportions of the model to
03:47fit the reference, but that's for later in the course.
03:50For now just get comfortable with importing and adjusting Image Planes.
03:54Image Planes come in handy when you want to make sure that your model is lining
03:57up with reference, you may not need them all the time if, for example, you're
04:02working on a model that was already created according to reference in another
04:05program or if you're creating your own design from scratch.
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Working with subdivision levels
00:00Subdivision is the central technology behind sculpting in Mudbox.
00:04It allows you to create incredible amounts of detail.
00:07It allows you to take a simple, low detail model and turn it into a
00:11highly detailed sculpture. Let's start out by loading the Basic Head model.
00:15I'm going to turn on Wireframe by hitting Shift+F. We can see that the model
00:20is made up of relatively few polygons.
00:24Notice down here in the Info bar there are 2002 total polygons.
00:29Now let's increase the subdivision of the model, hit Ctrl+D to subdivide once.
00:34I am going to zoom in a little bit so we can see that more clearly.
00:38Now we see that every polygon was split into four smaller polys.
00:43Now the Info bar says that there's 8008 polys, let's subdivide again by hitting Ctrl+D.
00:48Now the total is over 32,000.
00:52Every time you subdivide you get four times as many polygons as before.
00:56This adds up very quickly, with just a few more subdivisions you'll have
01:01millions of polygons.
01:02Be very careful here, depending on your computer's resources you may experience
01:07lag while the hardware tries to deal with all of those polygons.
01:11For most work that you do about one to two million polygons should be enough.
01:16I find that my computer starts to slow down when I get over about 5 million.
01:20As a general rule, I find that it's best not to add subdivision levels until I need to.
01:26If you subdivide a whole bunch of times right off the bat you'll use up more
01:30system resources than necessary.
01:32You can always subdivide at a later point if you need to.
01:35Now that we have multiple subdivision levels, let's see what that actually means
01:39for working on the model.
01:40So make sure we've got the Sculpt brush activated here, now I'll get more into how
01:46to sculpt in later videos, but for now it's as simple as clicking and dragging on the model.
01:51My brush is fairly small right now, if yours isn't so small you might want to
01:55decrease the size by holding down Ctrl and using the right button.
02:00So you can make it bigger or smaller just by clicking and dragging.
02:03Let's make it fairly small here, and now just click and drag to make some sort
02:07of a design on the surface of the model here.
02:12Now let's go down to lower subdivision levels, Shift+D to do that.
02:18At this level there aren't enough polygons to show the detail that I sculpted.
02:22So let's hit D a few times to go back up to the subdivision level that we created before.
02:28The detail is still there, it just wasn't as visible on lower levels.
02:33Now let's hit Shift+D a few times to go back to the lowest level.
02:37Now try sculpting here, and you see that there's not enough detail in the mesh
02:41to really support the type of detail that we're trying to sculpt.
02:45So let's make the brush bigger. Hold down Ctrl and right-click with the mouse, or
02:49use the right button on the stylus, and let's get a nice big brush, and I just
02:54want to zoom out a little bit here too, and we'll just click and drag to sculpt
02:59some shape on the forehead.
03:01Now hit D until you back up at the highest level.
03:05Notice how the fine detail is still there along with the large-scale sculpting
03:09that was done on the lowest level.
03:11In general I find that it works best to sculpt on a level that's just high
03:15enough for the scale of detail that you want at any particular moment.
03:19So if you want to make a large-scale change to the model I wouldn't do it on a
03:23fine detail level, I'd want to do it on a low detail level.
03:28Subdivision levels will be a regular part of most of the work that you do in Mudbox.
03:32Once you get used to the idea it becomes second nature, and you'll find yourself
03:36switching between levels from one moment to the next.
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Subdivision level tips and tricks
00:00There's a few extra things that Mudbox allows you to do with subdivision
00:04levels that may be useful from time to time. For example, you may find yourself
00:09with a model to work on that has already been subdivided in another program, and
00:13you would like to get to an un-subdivided version to work on.
00:17Or you may realize that your model has too many subdivision levels, and it's
00:20causing Mudbox to slow down.
00:23In this video I'll cover some tricks to deal with those situations.
00:27First, let's open up a model that was previously subdivided and the original low
00:31resolution mesh was lost.
00:33Unfortunately this happens sometimes, especially when you get a model from someone else.
00:39Let's open up the Exercise file > Subdivision Tips, and let's open up the bull.
00:47So this model has a lot of polygons and when this happens sometimes Mudbox will
00:52give you this warning that the model has no subdivision levels even though it
00:56has a lot of polygons.
00:57So it's telling us that we can use Rebuild Subdivision Levels in the Mesh menu.
01:01That's exactly what we're going to do. So let's find out how to do it.
01:04I'm just going to turn this off so we don't see it again.
01:07All right, let's just zoom in on it so we can see exactly what's going on here.
01:13I'm just going to look around the model. You can see it's pretty heavily detailed.
01:18Hit Shift+D, you'll notice that we're already at the lowest subdivision level so
01:23we can't go any lower.
01:24Let's go up to the Mesh menu and click Rebuild Subdivision Levels.
01:29It's going to think about it for a little while, go ahead and hit Shift+D now again.
01:34You'll notice that we actually go back to the lower subdivision levels now.
01:39This helps us in two ways, one it lets Mudbox manage memory better, and it also
01:45allows us to make edits on a lower subdivision level, which is easier for making
01:49general adjustments rather than fine detail edits.
01:53One thing to remember about this function is that it only works on models that
01:57were at one time a low density model, and then were subdivided to a high density.
02:02If a model was created at high density from the very beginning there won't be
02:06any subdivision levels to rebuild.
02:08Another thing that you may want to do with subdivision levels is to
02:12remove higher levels.
02:14Sometimes Mudbox is slowing down because you have more levels than it can
02:17comfortably handle, or other times you simply don't need all the density at the
02:22highest subdivision levels.
02:24Whatever the reason, you can simply go to the highest level that you want to
02:28keep, and then go to Mesh > Delete Highest Subdivision Level, so let's do that now.
02:33Let's say I only want to keep Level 1 right here, let's go up to Mesh and Delete
02:39Highest Level, and let's just do that a couple more times.
02:44Okay, so eventually you're going to see this warning that says you cannot
02:47remove the active level.
02:48So that's why I like to put the model on the highest level that I want to keep
02:53so that when we eventually get to that level then it just won't remove the current level.
02:58Now all the details on those higher levels are gone.
03:02You could now re-subdivide and sculpt to your own details on the model if you wanted to.
03:06These are both functions that you may not use all the time, but in certain
03:10circumstances they can really come in handy when a model either has too many
03:14subdivision levels or not enough.
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Editing materials
00:00Materials in Mudbox are basically surface properties that give your models the
00:05appearance of different real world materials.
00:07You can change a materials color, shininess, transparency, and so on, to create
00:12different appearances.
00:14If you're sculpting a model of a golden statue, for example, you may want to see
00:18the highlights and color on the model mimic what gold would look like.
00:23With materials you can choose from several presets or edit them to make your own materials.
00:28Let's open up to the Bull to start with. I am just going to hit Shift+F to turn
00:33off the wireframe, and let's hit A, zoom in a little bit, so we can see the Bull
00:39more centrally here in the screen.
00:42By default, Mudbox uses this matte tan material, let's pick a new one in the
00:48Material Presets tab, simply click on any of the swatches to apply it to the model.
00:54So we see that's the Default one. We got some blue, gray, we got some more
00:59interesting shiny ones, like this reflective one here, one that kind of looks
01:03like a pearl, and so on.
01:06Go ahead and have fun playing with the various presets and getting a sense of
01:10what they look like.
01:11Now let's modify a material to get a customized look.
01:14If the material properties aren't currently visible, click on a Default Material
01:18from the Object List.
01:21So we can't currently see the properties of this material so let's click on it
01:25here, and we get now all the attributes of this material.
01:29First thing you can change is Diffuse, this is just a fancy word for color.
01:35So you click that, and you get this little pop-up of all the different Color
01:39Options you can set the color to. Go ahead and click Done when you're ready.
01:47The next thing is Specular, that's just a fancy word for the highlight color.
01:52So you can also make the highlight any different color you want, let's make it more
01:56extreme so we can see it more clearly. And let's rotate around the model a
02:00little bit so we can see how that highlight is reflecting off the surface.
02:06Go ahead and click Done when you're ready.
02:08If you don't want any highlight at all, you can actually just set this to black.
02:13Now it's a very matte material with no shininess.
02:18For the next one I actually need to have some shininess visible, so let's go
02:21ahead and give this little bit more specularity. And now Gloss is actually
02:27how sharp that highlight is. The darker the color the more dull and broad the highlights.
02:34So right now, the color for the gloss is quite dark.
02:37If you bring this up more the highlight is going to get sharper, it's just like
02:42polishing a surface.
02:44The actual hue of the color doesn't matter just the brightness.
02:47So you could set this to any color, and it's not actually going to pick up the
02:51hue, just how bright or dark that color is.
02:55So now as we rotate around the model you can see that the light glinting off of
02:59that and looks very polished, very shiny.
03:02Now Gloss does something weird when you set it to pure black.
03:08If you go very close to black it does what you'd expect, and I think it's a bug
03:11in Mudbox, if you go totally black with the Gloss you get a really weird effect.
03:17It might be what you're looking for, but usually its kind of distracting, I wouldn't
03:21recommend using the setting.
03:24All right we will put this back somewhere in the middle and click Done.
03:28Next is Incandescence, and that means glow, so any color you put in here will
03:33make the material glow that color.
03:37So you can make it glow red. And so it's almost like this cow is emitting light,
03:43it's like getting red hot.
03:46So that could come in handy in certain situations.
03:49The next few settings we're going to look at later on in this course, so let's
03:54skip down a little bit.
03:55In Opacity this determines how transparent the object is.
03:59So if you set it to White it's going to be completely opaque.
04:03The farther you bring this towards black the more transparent the objects we get.
04:08The hue doesn't matter here just the brightness of the color.
04:11So it doesn't matter if I make it any of these other colors.
04:16It will change a little bit if you set it to yellow because yellow is naturally
04:19a lighter color than say blue.
04:21But overall it's really just the gray value of the color that matters here.
04:27So if we make it completely transparent you can see that there's still
04:30highlights visible, so it's like a very transparent glass, which you can still
04:34see highlights on. You just will be able to see right through the material.
04:37All right go ahead and click Done.
04:40Let's scroll down a little bit, you can also change how the Opacity works.
04:46So like it is right now, Diffuse Only that makes it like glass.
04:49We could also go to All Channels, it will affect not only the color but also the highlights.
04:55So now the object is completely transparent.
04:58Let's go ahead and bring it back to full opacity.
05:03Now down to Reflection it's got a Reflection Map in it already.
05:07So let's increase the Reflection Strength so we can actually see it.
05:12A Reflection Map is just basically an image that gets reflected off of the surface.
05:16So if we move the camera around we can see that there's kind of this sunny day
05:21scene that's being reflected on the surface of the model.
05:25It's a faked reflection it's not actually reflecting any other objects in the
05:30scene, if there were any, it's just merely reflecting an image that you can load up here.
05:34There is a few other settings, but I either never use them, or they will be
05:39covered in the later videos.
05:40With these settings you should be able to re-create a wide variety of
05:43materials and visual styles.
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Using the selection tools
00:00There are many times while working in Mudbox that it'd be helpful to isolate
00:04particular parts of a model.
00:06You may want to hide certain parts to help focus on other areas.
00:10The Selection tools offer a variety of ways to achieve this.
00:14Let's see how it works.
00:16Let's open up the exercise file > Chapter 1, and Selection.
00:25So we've got our fun little creature here. Let's go to the Select/Move Tools tab.
00:30The first tool is the Standard Selection tool, use this to select individual polygons.
00:37So let's just click and drag on here, and let's zoom in to see exactly what this is doing.
00:43I'm going to hit Shift+F to turn on Wireframe, and actually let's shrink the
00:49brush a little bit, Ctrl+right button, drag that down.
00:51So you can see this is selecting individual faces as we click and drag.
00:57Now if you want deselect faces, hold down Ctrl while you click and drag.
01:02It's kind of likes an eraser.
01:06If you set your Hot keys like I did, you can deselect everything by hitting
01:10Ctrl+Shift+A. This tool also allows you to select by drawing a Lasso or a
01:16Marquee, so you can just simply select this way or with a Marquee.
01:21The next tool allows you to select entire objects at once.
01:25It's an alternative to selecting objects from the object list over here.
01:30So you could just click the wartortoise and select the entire thing at once, or
01:34you could select the tree.
01:35The Object Select tool is an alternative from selecting from this list, so you
01:40just select things visually, and you can just click in an open area to deselect everything.
01:44So if you have a lot of objects in your scene, and you want to select one of
01:49them, but you can't remember what its name is you can just pick it visually.
01:52Next is the Borders Select tool.
01:56This instantly selects all Polygons that are on the border of open edges.
02:01On this model the only open edges are on the insides of the eye sockets, so
02:05let's zoom in there.
02:06I am going to put the cursor over the eye and just hit F, zoom in, we'll zoom in
02:11a little bit closer, and I am just rotating around, so we can see the inside of
02:14the eye socket here, here's its edge, and it's open, there is no Polygons
02:20touching this edge right here.
02:21So let's just click once on this Border Edge, and it instantly selects all the
02:25Polygons that are touching that Border, so let's zoom out a little bit and kind
02:29of see through the other eye, we've got that all selected, and we can just do
02:33the same thing for this other side here. The last section tool is for UV Shells.
02:39Now let's go to the UV view really quickly, to see what the tortoise's UVs look like.
02:44I've got this model broken up into flat segments for easy texturing.
02:48This tool will select entire UV Shells at once.
02:51So let's go back to the 3D view and see what that means. I am just going to zoom
02:55out, so we can see the whole thing and get a better view on it.
03:00Now anywhere I click, it's going to select all of the Polygons that are
03:04contiguous with a single UV Shell, and it's going to continue to add to that
03:09selection as I click.
03:11So if you've got the model broken up into different parts for easy texturing,
03:15you can select those different UV Shells very quickly this way, and then again,
03:19simply if you want to deselect, hold down Ctrl as you click, or you can deselect
03:23everything by just clicking in an open area.
03:25There's one last thing that I like to do to make it easier to select Polygons.
03:30As it is right now, the Border of the selection is kind of blurry, let me zoom
03:34in on the neck, so we can see that more clearly.
03:37It's making a gradient between what is selected and what isn't selected.
03:42I want to have a more precise and absolute way of seeing my selections.
03:46So let's go ahead and deselect that, and I want to go up to the window menu,
03:52and go to Preferences.
03:53Now let's drop down the Render tab, and Render Selected, let's change this from
03:59By Vertex to By Face.
04:03I'm just going to scoot this up, so I can see the OK button.
04:05Now let's just grab the Face Selection tool and draw out a selection, and you go to Paint mode.
04:12Now we're going to look very hard edge, it is showing us exactly what is selected.
04:17This is just my Preference. Feel free to set up however you like.
04:21Once you've got a selection made, there's a variety of things you can do with it.
04:25In the next few movies, we will go over ways of modifying selections, converting
04:29it to frozen areas, using them to control what's visible and what's hidden.
04:34For now just get used to how to make selections.
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Hiding and unhiding parts of a model
00:00When you are working in Mudbox, sometimes parts of a model will get in the way
00:04of a part that you are trying to see.
00:06Other times a model will be so high resolution that it makes your computer slow down.
00:11By hiding selected polygons you can work around both of these issues.
00:15Hiding allows you to temporarily make parts of a model invisible so that the
00:20computer doesn't have to process it, and so it doesn't block parts that you want to see.
00:25Let's go open up the exercise file for this video.
00:28Ch1 > Hiding > wartortoise. Let's go ahead and zoom in here.
00:36I am going to hit F on his front leg.
00:39Now let's say that we want to work on the neck right here.
00:43But the leg is kind of getting in the way.
00:44It's kind of hard to see exactly what's going on back in here.
00:48So let's hide the leg.
00:49I am going to go to the UV Shells and just select that leg and hit Ctrl+H. Now I
00:56can work on the neck without having that leg in the way.
00:59One thing to keep in mind is that anything that is hidden will not be affected
01:03by any edits that you make.
01:05So, if you modify the polygons around this hole, there may be a break in the
01:10visual continuity of the surface. Let me demonstrate.
01:12I am going to go into the Sculpt tools, get the Grab tool here, I am going to
01:17increase the size of the brush Ctrl+right button.
01:19I am just going to move so I can edit this more easily.
01:23I am just going to move some of this around. Now let's bring back the hidden parts.
01:29Just go up to Display and click Show All.
01:32You will notice that the mesh around the leg doesn't look so great.
01:37So just be careful when editing models that have hidden parts so that you don't
01:41disrupt the shape of the mesh in unwanted ways.
01:44Another way to hide based on selections is to hide the polygons that are
01:48unselected, and leave behind the ones that are selected.
01:52So, let's just say I want to work on the inner mouth.
01:55I am going to zoom out, so we can see that more clearly, pan over and go to the
02:00Select/Move tools, click UV Shells and just click on that inner mouth.
02:05Now, we can go up to the Display menu and click Hide Unselected.
02:10This saves us the work of having to select everything, but the inner mouth to hide it.
02:15One last thing that I want to mention is that you can also delete faces based on the selection.
02:19Now let's just go ahead and bring back everything for now.
02:22Let's go to Display > Show All.
02:25So let's say that I realize I don't need an inner mouth on this character.
02:30Once I have got a selection, I can just hit delete on the keyboard.
02:33As long as a model doesn't have any subdivision levels or sculpt layers, you can
02:37delete individual polygons from a mesh.
02:41I use selection hiding all the time to temporarily get rid of parts of a model
02:45that are distracting, or that use up system resources that I could use for other things.
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Selection tips and tricks
00:00Once you've made a selection, there is a variety of ways that you can adjust it,
00:04and use it with other features in Mudbox.
00:06I will show you how I save time by using selections in some cool ways that you
00:11might have not guessed that they could be used. Let's try it out.
00:14I am going to open up the exercise file for this movie.
00:17Ch1 > Selection Tips, and let's open that wartortoise.
00:24One thing that I like to use is the Grow Selection Function.
00:28You can use this to increase the area covered by a selection.
00:31So let's zoom in on the horn here. I am just going to hit F and zoom in on it.
00:37Now let's say I want to select this horn, but I don't want to manually go and
00:42try to select the entire horn, by painting it manually.
00:47So instead of doing that I am just going to paint the very tip of the horn,
00:52and then hit Shift+Period on the keyboard and just hit Shift+Period over and
00:56over, as many times that I need to, until it selects as much of the horn as I want.
01:01Something else you can do is invert the selection.
01:03This lets you swap the faces that are selected with the ones that aren't.
01:07Let's go to Edit and Invert Face Selection.
01:11Selections can also be converted into frozen geometry.
01:15We will get more into freezing in the next chapter.
01:17But basically, anything that is frozen won't be affected by any sculpting.
01:22You can use it to protect parts from being modified.
01:25To do this, let's go up to Edit > Freeze Selected, everything that's frozen turns blue.
01:32Now we can edit the horn, but the rest of the creature cannot be edited.
01:37Let's just see how that works.
01:39I am going to grab, the Grab tool, increase the size here, and as we just pull
01:45this around, we can see that only the unfrozen areas are being affected.
01:49Let's go ahead and unfreeze everything.
01:52As you work in Mudbox, you may find that you want to keep coming back to the
01:56same selections, maybe you are constantly hiding and unhiding a particular area.
02:01Instead of manually selecting things over and over, you can save a selection
02:06set, and then instantly activate it whenever you need it.
02:09Let me show you how it works. Let's go ahead and make a selection.
02:13Let's go and use UV Shells, and I will just select most of the head here.
02:19Now I will go up to Create and pick Selection Set.
02:23Let's give it a name, call it head, and click OK.
02:28Now Mudbox placed it over here in the object list so we can access it anytime we want.
02:33Selection sets are indicated by this kind of overlapping circle icon.
02:37So if we de-select everything, we can just click on this, and automatically get
02:41that selection set back.
02:43You can also hide everything in a selection set, by clicking this little circle
02:47right here, and bring it back by clicking the circle again.
02:51This is faster than having to manually re-select the same faces every time
02:55you want to hide them.
02:56It's especially useful if you need to select very specific sets of faces or very complicated selections.
03:04I use these features on a regular basis as I work.
03:07Using them can save time, and work because they automate things that you would
03:11otherwise have to do by hand.
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2. Sculpting
Sculpting in Mudbox
00:00Now that we have all the basics covered, its time to get into the real reason
00:04Mudbox was created, all the fun sculpting you can do.
00:08Sculpting is fairly straightforward, you can just pick up a tool and start doing it.
00:12However, there's a few settings and controls that I'm going to show you that
00:17really put the power of Mudbox at your fingertips.
00:19Let's open up the exercise files, Ch 2 > Sculpting > wartortoise.
00:27Now let's pick the Sculpt Brush from the tools palette.
00:31Go ahead and play around with it to get a feel for how it responds to pressure
00:34sensitivity and how it deforms the model.
00:36I am going to increase the size of the brush a little bit, Ctrl+right-mouse
00:40button, or right-tablet button, and so you can see you can just build up shape and
00:44volume on the model by sculpting.
00:46I am going to zoom in a little bit on this so we can see it more close-up, and
00:50let's shrink the brush a little bit, Ctrl+right-click.
00:56All right, let's hold down Ctrl while we sculpt.
00:58The difference here is, now it's pushing in instead of pulling out.
01:04Any brush that builds up volume while sculpting will do the opposite if you hold down Ctrl.
01:08Now we've already experimented with changing the size of the brush, but just as
01:13a quick recap, we want to hold down Ctrl, and then use the right button on the
01:18mouse, or on the stylus, and just move the pen, or the mouse, up and down, and
01:24you'll just change the size of the brush this way.
01:26We can also change the strength of the brush by holding down Shift and using the
01:30right button, and you'll notice this little bar going up and down, that's the
01:35strength of the brush.
01:36So if we set it really low, you'll see that not a lot happens when we sculpt.
01:40Hold down Shift and the right button and raise that up, and you'll see you get a
01:45much more pronounced effect.
01:47There's another way to change the size of the brush, and that's just by holding
01:50down the Spacebar, and you'll get this little pop-up here where you can click
01:53and drag on either of that circle, to change the brush size, or holding down
01:57Spacebar again, click and drag on the bar to go up and down with the strength,
02:03or you can also just over here to the Properties panel and just increase or
02:06decrease this manually.
02:09Now let's take a closer look at the Brush properties.
02:11Below Size and Strength there's Mirroring, so you can set this to mirror
02:17any brush strokes that you make across this axis, and you can set it to
02:22various axes, usually X is something that you want to use, most models are
02:28aligned to the X-axis.
02:30So Mirroring is now turned on, so let's see what happens when we sculpt.
02:34I'm going to get a better view from the top so we can see this.
02:37I am going to shrink the Brush size a little bit.
02:41Now you get the exact same thing on both sides of the model.
02:44I use Mirroring all the time, so I set up a hot key on the keyboard, you just
02:49hit X to turn it on and off.
02:52So hitting X and Mirroring is now off, hit it again, and it's back on.
02:58I set this so that I don't have to come over here to the Properties every time I
03:02want to turn Mirroring on and off, I can just use the hot key.
03:07Below the Mirroring is Invert function, so basically this is the same thing as
03:11holding down Ctrl, it's going to dig in rather than building up.
03:14We will talk about Stamps later on for now, I am going to skip that and go
03:20down to Stamp Spacing.
03:21Now when you sculpt with a brush, it may look like one smooth continuous stroke,
03:26but it's really made up of a series of stamps.
03:30If you turn off Stamp Spacing, the brush will stamp out as fast as it can.
03:34So let's see what happens when you do this.
03:36I am going to shrink the size of the brush too a little, and it's brush really
03:40fast you could see there is kind of gap or spaces between the different
03:44stampings of the brush, that's because the computer can't quite keep up with how
03:47fast I'm moving the brush.
03:49I will turn Stamp Spacing back on, you see you are going to get a
03:53continuous smooth stroke.
03:55So I am just going to undo that, it's kind of messy.
03:58You can also change the Stamp Distance, so if you want more space between those
04:02stamps you can really crank this up. Now let's see what happens.
04:05So now we get a regular space between all the stamps, no matter how fast or
04:10slow we move the mouse.
04:11That can be useful if you want a regularly repeating pattern.
04:15The lower the number the more continuous the stroke is going to appear.
04:18So let me undo that, and you can see now you get a fairly unbroken stroke.
04:24Let's go ahead and undo that, and let's go down to Steady Stroke, and this is
04:31kind of fun. Steady Stroke is a way of smoothing out the jitters in your hand.
04:35If you trying to make a really clean straight line, and your hand shakes too
04:39much, try turning this on. It'll average out the cursor positions for a smoother line.
04:45So let's see what happens when I use this.
04:47I am going to decrease the strength of the brush a little bit, holding down
04:51Shift and right button, to bring the strength down.
04:54So a Steady Stroke, you see before any stroke happens, you get kind of this
04:58little preview of the direction that you are going to move. And now as you
05:05stroke--it might not make a lot of sense as you're watching it--but if you're
05:10experiencing the stroke as you're doing it, you'll notice that it's a lot
05:14smoother and had a lot fewer jitters in it.
05:17The Distance setting on the Steady Stroke will increase or decrease the
05:21amount of Steady Stroke.
05:23So you might want to experiment with it and see what works for you.
05:26There are a few more settings, but they're either covered in later videos or are rarely used.
05:32What I've shown in this video is the settings that you'll be changing on a
05:35regular basis to customize the way in which a brush behaves.
05:38You'll find that adjusting these settings can save you time and effort,
05:42especially the Mirroring which saves you from having to do the same sculpting on
05:46both halves of a model separately.
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Using the standard sculpting tools
00:00The basic Sculpt tool is fairly self-explanatory, it pushes and pulls on
00:05the surface of a model.
00:06There are several other sculpting tools that have varying effects on the surface of a mesh.
00:11Most of them are easily figured out by simply playing with them for a few minutes.
00:16However, there are a few special tips and tricks that can help you get the most out of them.
00:21Let's go ahead and open or exercise files, Ch 2 > Standard Sculpt. Let's get the wartortoise.
00:30So we have got the Standard Sculpt activated, I am just going to increase the
00:34size of the brush, as we know, holding down Ctrl+right-button, dragging upwards we
00:38get a larger or smaller brush depending on which way we go, and I also want to increase
00:43the strength of the brush, holding down Shift+right-button, we'll just increase
00:48the strength a little bit and, of course, Standard Sculpt brush is pretty straight
00:53forward, it just pulls out or if you hold down Ctrl it pushes in.
00:57I'm going to undo that, just so we don't have that mess in the way.
01:02Okay so next is the Smooth tool.
01:04This tool evens out any variations in the surface of the mesh.
01:08So you can see, as we are using this, it's kind of softening, getting rid of any
01:13detail, just working out any variations, smoothing it all out.
01:19In fact, I use it so often that there's a hot key for it.
01:22I am just going to hit Ctrl+Z to Undo that.
01:25And so the hot key to use it is holding down Shift. So it doesn't matter which tool you
01:31are using, if you hold down Shift and Stroke you are going to right into the
01:35Smooth tool, and then if you release the Shift key, and then start stroking
01:40again, you are going to go right back into the tool you were in before.
01:44So I will just hit Ctrl+Z to undo that.
01:46You will probably find that you prefer using Shift rather than having to go
01:50click on the button every time you want to smooth.
01:52As I sculpt I'm constantly switching between Sculpting and Smoothing.
01:56So the Shift hot key is really useful.
01:58There is one reason, however, to click on the tool itself.
02:01So let's go into the Smooth tool, now I am going to come over to the Properties,
02:06and inside all of the different Sculpt tools there is a Flood feature.
02:10This will apply a single stroke to the entire surface of the model, whichever
02:14brush you are using.
02:15So with Flood I am actually going to zoom in a little bit so we can see this
02:20more clearly, and I am going to actually turn on the wireframe too, that might
02:24help us, holding Shift+F, so let's hit Flood a few times.
02:28So you can see every time I hit Flood the entire mesh smoothes out just a little bit.
02:32We could actually increase the build up and get a more pronounced effect.
02:38It's slightly more pronounced, maybe not a big change.
02:42So let's undo that smoothening that we did just to get back to where we were originally.
02:46All right I am going to turn off wireframe, Shift+F. Let's skip over to Foamy.
02:55So Foamy behaves kind of like the Standard Sculpt tool, but with a slightly
02:59different feel, so let's try this out.
03:04It builds up volume, but with a slightly lumpy texture.
03:15Let's go ahead and undo that just so we have a fresh surface to work on for the next brush.
03:20Some of the tools are really cool because they react to the existing surface of the mesh.
03:25So for example, let's go down and get the Wax tool.
03:29Wax builds up volume starting by filling in recessed areas.
03:33So let's zoom in, in this area right here under the shell and just start sculpting.
03:40You see it actually starts filling in recessed areas before building up
03:44volume, and it actually behaves kind of strangely if you don't have the
03:47strength turned up very high, so I am going to undo that and hold
03:51Shift+right-mouse button and increase the Strength a little bit, so otherwise
03:55it tends to flatten things as well.
03:57So now with more strength you can see it's building up the sunken in areas, and
04:02then once it's built up those areas, then it builds up more on top of that.
04:06I actually use this one a lot for basic sculpting, because it obliterates any
04:10detail that already exists as it sculpts, rather than building off of what is already there.
04:15I am just going to undo this so that we have a fresh surface, and let's go
04:20to the Scrape tool.
04:23Scrape works by removing any details that stick up, so it's kind of like a
04:27grinder or sandpaper, it's kind of polishing the surface.
04:31Notice how it only affects the parts that are sticking up already, it's kind of
04:37opposite of wax that affects parts that are sunken in more.
04:40Let's undo this, and let's slide over to the Fill tool.
04:45Fill tool is kind of like Wax, in that it fills in depressions.
04:49But once it fills them in it stops, it doesn't keep building up.
04:52So let's just use it here so you can see that it doesn't really affect
04:57parts that are sticking up so much, it really just fills in parts that are already depressed.
05:04I don't use this brush too often, but every once in a while when I have a
05:08situation where I only want to fill in depressions, then I'll use this tool.
05:12Let's hit Ctrl+Z to undo that. The next one we want to look at is Knife.
05:18Knife makes a deep cut in the surface, it can be used to make creases, but
05:22actually later in the course I want to show you have make a Crease brush, it
05:26actually works even better than this.
05:28Let's go ahead and undo that, and let's look at the Bulge tool.
05:32Bulge is similar to the Basic Sculpt, except that it expands the mesh as it pulls out.
05:40So it's kind of like, if you know ZBrush, it's like the Inflate brush in ZBrush.
05:45It kind of bulges out, kind of inflates like a balloon everywhere you sculpt.
05:51So that can come in useful anytime we need that effect.
05:55So we skipped around a little bit just looked at some of the more
05:58basic Sculpting tools.
06:00And all of these tools are more or less variations on the basic Sculpt tool,
06:04they all build-up or remove volume from the mesh where ever you stroke them.
06:09Most of the time it really just comes down to your preference when you use
06:13one tool over another.
06:14With practice you'll get a sense of which tools you like better and which ones
06:19work better in different situations.
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Using the special sculpting tools
00:00In the Sculpts tools panel, there are some tools that do special things that
00:05aren't just variations on the basic Sculpt tool.
00:07Each one has its own special uses and effects, so let's see how they work.
00:11Let's open up the exercise file to get the wartortoise.
00:14Let's take a look at the Amplify tool. This one is really cool.
00:20It takes existing detail and makes it stronger.
00:24Let's increase the size of the brush a little bit, Ctrl+right button, and let's
00:29just sculpt with it.
00:30So you can see anywhere I sculpt it, any recessed areas get even more recessed
00:35and any bulging areas bulge even more.
00:39This can save you a lot of work if you sculpt some detail, and then realize that
00:43you needed to be more intense, rather than reworking all the detail by hand, you
00:48can use this tool to instantly exaggerate it.
00:51Go ahead and undo that, get back to where we were before we did that.
00:54Let's look at the Smear tool. Smear will push around detail on the surface.
01:00Actually let me shrink the size of the brush a little bit, zoom in, and it
01:07might help to turn on Wireframe, Shift+F, just to see what this is doing a
01:12little bit more clearly.
01:15So it's just kind of grabbing along the surface and sliding those polygons along
01:19the surface of the model.
01:20It's kind of smearing them around, hence the name.
01:24This can be useful if you've sculpted some fine details, and then realized that
01:28they need to be nudged around a bit.
01:30I try not to use this one too much because it actually distorts the mesh a lot.
01:34I'm going to undo all that.
01:38Let's turn off Wireframe, Shift+F, and let's go get the Flatten tool.
01:42It's pretty straightforward, any parts of the mesh that are sunken in, get
01:48raised up, and any parts that are raised up, get pushed down.
01:51It kind of removes a lot of detail from the surface, and it's kind of similar to
01:56Smooth, but a little bit different just kind of flattens everything out.
02:00I'm going to undo that.
02:02As we look at Grab, this is one that I use all the time.
02:07It's great for making large-scale adjustments to the shape and proportions of a model.
02:11So let's make the brush really big now, Ctrl+right click.
02:16Let's say we want the head to stick forward a little bit more.
02:19You can just simply grab it and pull it wherever you want it to go, or you can
02:26make the neck droop a little bit more.
02:27It's really great for making large shape adjustments to a model.
02:32Now let's look at Pinch.
02:33I am going to zoom in here, so we can see this more closely, and I want to
02:38shrink the brush just a bit.
02:40Pinch will take any parts of the model that are within the size of the brush and
02:44just pull them in towards the center.
02:46It might be helpful if I turn on Wireframe for this, and I am actually going to
02:51increase the Strength a little bit, so it's more pronounced of an effect, kind
02:55of sucking in all of these polygons and towards the center like a black hole,
02:59and I want to hit Shift+F to turn off Wireframe.
03:03This can kind of create the effect of creases or sharp edges, but there are
03:08other ways to get sharp edges.
03:09I prefer not to use this tool too much because it really deforms the mesh.
03:13It can really kind of stretch out or really make a mess of the polygons
03:18wherever you use it.
03:19So I prefer to use other tools, like maybe the Scrape tool, to get sharp edges.
03:25There's another tool I'm going to be showing later on in the course called the Crease brush.
03:29It's a custom tool.
03:30I will show you how to make it, it makes sharp corners better than the Pinch
03:34brush, but it can be helpful to use this Pinch brush as well, sometimes.
03:38So definitely don't count it out.
03:40These tools all go beyond simple pushing and pulling on the mesh to do something special.
03:45There's lots of ways you can customize them to do even more things.
03:48The best way to really understand them is to just play with them and
03:51experience how they work.
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Customizing the sculpt tools
00:00The standard Mudbox tools are pretty good at getting work done.
00:04However, you may find yourself constantly hunting for that one tool that you
00:08use more often or doing repetitive sculpting that could be better done with
00:12some custom settings.
00:14In this video I'll show you some time-saving techniques that make tools perform
00:18better and makes them easier to get to.
00:20Let's go ahead and use the Basic Head for this video.
00:23Now first, I want to customize how the tools are arranged in the palette.
00:29This is really up to your own preference, but I find that there are some tools
00:32that I use a lot, while there is others that I use rarely, or not at all.
00:37One great thing about the arrangement of tools is that the first nine tools can
00:40be accessed with the number keys.
00:43So let's slide it over to the very beginning of the Sculpt tool palette.
00:47If you hit 1 on the keyboard, you go right to Sculpt, hit 2, go to Smooth, 3 to
00:53Grab, so on and so forth, on down to brush 9.
00:56Now you can set up your brushes so that the ones you use most are in this first
01:03set of nine tools. And the way you move them is simply by holding down the middle
01:08mouse button, or the middle button on the tablet, and just dragging them around,
01:13so you can reposition these.
01:15So for example, Smooth--I always use it by holding down Shift--so I don't
01:19really need it to be one of my main tools.
01:23So if I use them more often, I usually drag them more towards the beginning.
01:26So Bulge, for example, I like more often. Freeze, I use more often, and maybe I
01:32don't use Fill so much, so I'm going to move it down towards the end.
01:36So, you can pretty much customize this however you like to use these different tools.
01:41Another thing that could be an issue for me is my screen is very small, so I
01:45can't see all the tools at once.
01:47If this is an issue for you, you can grab on this little divider right here
01:51between the panels and just click and drag it over to the side.
01:55Now I can see all the tools at once. Now let's actually make a custom tool.
02:00When you make a tool, the new tool is based on the currently selected one.
02:04I want to make a variation of the Grab tool. So let's go ahead and select it.
02:08As it is now, the Grab tool will pull on a model relative to the screen, so if
02:13I pull on the model right now, it's going to go left and right relative to how
02:16I see it currently.
02:18If I move around to the side of the model and grab it again, it's going to pull
02:22again relative to the screen, but now in a different direction because, of
02:26course, I'm viewing the model from a different angle.
02:28So let's go ahead and undo that.
02:30I want a Grab tool that's going to behave a little bit differently.
02:34Let's zoom around until we see the front of the face again.
02:37So I've got the Grab tool selected.
02:39Let's click this little arrow and go to Add > Tool, and I'm going to give it a
02:46name like customgrab, and let's go ahead and come down, customgrab, it was added
02:53to the end, and now I just want to bring it up closer to the beginning, so I can
02:58use it more regularly.
03:00Now let's edit the tool Properties to make it do something special.
03:03Let's go over here, scroll down in the Properties and make sure you have got the
03:08Advanced tab opened, and I am going to change the Direction to Average Normal.
03:14Now, it's probably better to demonstrate what this means rather than try to explain it.
03:19Then I'm actually going to shrink the size of the brush a little bit.
03:23Now when I grab, the movements that occur isn't necessarily going to be relative
03:30to the screen, but actually relative to the surface of the model.
03:34So you see as I am grabbing on this, it's actually pulling relative to the surface.
03:38So it's actually only going to go in and out, rather than with the
03:46regular Grab, which will actually pull it side to side and up and down.
03:50So this can be really useful if you want a little bit more finesse on how you
03:55increase or decrease the volume of the mesh in a particular area.
03:59So if I want to give him more of a pronounced mouth, I can just use custom Grab
04:03to pull that forward.
04:08It gives you a little bit more fine control than using the Sculpt tool to create
04:11that same effect, and it's just a preference that I have.
04:14So I like to create that brush custom.
04:16Tool customization is really up to your own preferences and how you like to work.
04:21These tricks should make it easier to make Mudbox work the way you like, which
04:25means getting work done better and faster.
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Making a custom crease tool
00:00While most of the things you want to sculpt in Mudbox can be done with the
00:04standard tools, I found that there's not a very good way to make sharp creases.
00:08You could spend a lot of time sculpting and smoothing by hand to get the look
00:12you are after, but with this custom stamp, you'll get nice type wrinkles and
00:15edges much more quickly. Let's use the Basic Head for this video.
00:19I just want to subdivide it a few times, so we have enough geometry for the nice tight crease.
00:24So, I'm going to subdivide it up to about half a million polygons.
00:29When you make a new tool, it gets based off of an existing tool.
00:33So let's select the standard Sculpt tool, and we'll go to the option arrow, go
00:37to Add > Tool, and go ahead and give it a name.
00:44Mudbox adds it by default, to the very end of the tool list, so I'm just
00:48going to middle drag this over towards the beginning, go ahead and click on the new tool now.
00:55As it is right now, it's an exact copy of the Sculpt tool, so let's customize it.
00:59We want to load a custom stamp in, so make sure you go to the Stamp tab and
01:04click the arrow and Add Stamp.
01:07Now right now, there's no stamp in our custom user files folder, so let's cancel
01:13out of this and go to our Windows Explorer, or the Mac Finder.
01:16So we're going to be digging around in some folders right now,
01:20it could get a little complicated.
01:22If you're not sure what to do, please refer back to the video in the
01:25Introduction chapter that talks about the folder structure and where custom
01:30files are saved, especially if you're using a Mac.
01:34First, let's go to our exercise files, and I'm going to go into Ch 2 > Crease folder,
01:39and the creasestamp is the file we want.
01:42So I'm just going to select it and hit Ctrl+C, or Command+C, to copy it.
01:47If you don't have access to the premium exercise files, this is available as a
01:51free exercise file on the course page.
01:53On a PC, we're going to go into our Libraries and Documents folder, and then
01:59into our Mudbox folder, our version number, and data, and then Stamps, and I'm
02:07just going to hit Ctrl+V, or Command +V, to paste it.
02:11With that done, let's go back to Mudbox.
02:14So let's load in that Stamp now clicking on option arrow and Add Stamp, and we
02:18have got our creasestamp here, so let's just select that and open.
02:23Now we can slide over and see it at the end of the list.
02:25Let's go ahead and select that. Let's test what the brush does.
02:29I am going to zoom in on the model, and I'm just going to click and drag to
02:33make a stroke here. Okay, that's pretty interesting.
02:36There are a couple of settings I need to adjust to make this really work the way I want.
02:39So I'm going to hit Ctrl+Z to undo that.
02:43Let's go over to the properties of the Crease brush and bring the Strength down quite a bit.
02:47Let's try that out.
02:48Okay, much better, and let's see what it looks like with a slightly larger brush.
02:53So I'm going to hit the Spacebar and just bring up the brush size here.
02:59Okay, that's actually revealing something kind of interesting.
03:02There is kind of a gap, it's kind of making a sawtooth pattern, so let's see how to fix that.
03:07Over in the Properties for this brush, let's scroll down to the Stamp Spacing.
03:12Right now, it's set to 0.
03:14So, one thing I want to change is make it closer together.
03:17Now if we increase the Stamp Spacing, it's actually going to set them farther apart.
03:23How do we get them closer together than 0?
03:26Well, there's something really interesting you can do.
03:28You can go in and type a negative number. Now, let's try this out, yes, much smoother.
03:36One last setting, and this is just my preference, but I like the Crease tool to
03:40carve inwards by default. So I'm going to set it to Invert Function.
03:44So now, by default, it's going to crease inwards.
03:47So this is really useful if you want to make crow's feet or wrinkles or
03:51anything, you can just sculpt that detail in, and you might want to use a Wacom
03:55tablet for this, so you get a nice soft gradual falloff something like that.
04:00The Crease brush is going to be great for sculpting wrinkles and sharp details.
04:03It's also really good for tightening up corners and edges.
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Using stamps
00:00Sculpting detail by hand is fine, but sometimes you can get the job done a lot
00:05more quickly if the detail you want already exists in the form of a photograph.
00:09Stamps are bitmap images that you can use with Sculpt tools to transfer the
00:14texture in the photo right on to the model.
00:17With stamps, you can sculpt a lot of very natural detail almost instantly.
00:21So we've got our exercise file open.
00:24Most of the Sculpt tools can use stamps as an option, but there are three tools
00:29that are specifically designed to work with stamps.
00:32Those are Spray, Repeat, and Imprint. Let's work with Imprint first.
00:39I want to use it to get some leathery detail on the surface of the tortoise.
00:43You can choose from a selection of stamps here.
00:48Let's find one that kind of has a leathery texture to it.
00:51I'll grab this one.
00:53Now you just click and drag to place the stamp on your model.
00:57You'll notice that the resolution of the model isn't quite high enough.
01:00So let me undo that, and hit Ctrl+D a few times to give us some more subdivision levels.
01:06Okay, now we've got about five million polygons, so we should be able to
01:11get lots of detail now. Let me zoom in here.
01:13So you can see that the detail is kind of rough, it might not give you exactly
01:17the result you want every time.
01:19So there's definitely some room for manually sculpting after you place a stamp,
01:24but this can get you started in a good direction very quickly.
01:26So I'm just smoothing out some of that unnecessary roughness.
01:29Let's try another stamp, let's try this kind of pebbly texture.
01:33Actually, I want to bring down the Strength a little bit. Let me undo that.
01:41Okay, that's looking much better, less roughness I have to smooth out.
01:45So there's definitely lots of ways to experiment with these different stamps.
01:48Let's work with the Repeat tool now.
01:51The Repeat tool is great for when you want a stamp to be placed in a way
01:54that follows a path.
01:56We can make some scaly skin with this one. Let me zoom out for a better look at the leg.
02:04By default, this one is already using the stamp image I was looking for, it's
02:08kind of a shape of a single scale.
02:10Let's see what happens when we stroke with this one.
02:12They're little too close together.
02:13Let me undo that, and let's play with some of the settings in here.
02:17I want to increase the Stamp Spacing, I don't know let's see what this does. Okay, much better.
02:24And the effect is a little bit faint, however.
02:26I want to increase the Strength of the brush, and let's randomize it a little bit too.
02:34So there's a little bit of rotation with each stamp, a little bit of shifting
02:38side to side, a little bit of shifting up and down, and you can even make it
02:41change size a little bit, so some are little bigger, some are little smaller.
02:45Let's see what kind of result we get.
02:47Okay, so that's kind of interesting, you can start creating a scaly pattern
02:52down the leg with this.
02:54I think I would definitely want to go in and manually sculpt on top of this, so
02:58that it doesn't quite have that stamped-on look, but it's a good place to start.
03:02Finally, let's use the Spray tool to get some fine surface detail.
03:08By default, it's got kind of this brick texture.
03:10Let's go find something that looks a little bit more like skin. All right.
03:15Let's see what happens when we spray with this.
03:18That's a little bit too rough, let me go change the Strength, bring that down a little bit.
03:27Okay, so that kind of gives a convincing skin surface texture.
03:31Actually when you combine it with one of the stamped-on imprints, you get a
03:36really nice combination of textures.
03:39So these can all work together with custom sculpting and stamps to give some
03:43really nice realistic effects.
03:46Stamps are great for recreating natural textures that you can get from photographs.
03:50There's nothing wrong with manually sculpting details, but sometimes it can
03:54really save time by using a stamp to do all that work for you.
03:58Just be careful because relying on stamps too much can result in a repetitive appearance.
04:03You'll want to vary the stamps that you use, and combine them with some hand
04:07sculpted detail in order to keep the texture from looking artificial.
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Using stencils
00:00Stencils are similar to stamps, in that they're using photographs or images to
00:05project detail onto a sculpture. However, they work a little bit differently.
00:10It's like projecting an image onto the model and being able to sculpt that
00:13detail right onto it. So we've got our tree exercise file open.
00:18So if we wanted to get some bark onto this tree we could manually sculpt it by
00:23hand, of course, but we're going to use a Stencil for this.
00:26Let's open up the Stencils tab.
00:28Now you do have some default stencils that come with Mudbox, but none of them
00:32really have the tree bark texture that I'm looking for.
00:35So let's get a custom one going.
00:38I've included one with the exercise files, so let's go to our Windows Explorer
00:42and to our exercise files, Ch 2 > Stencils, and let's copy the treebark with
00:50Ctrl+C, or Command+C, and now let's go into our custom Mudbox files,
00:57Documents > Mudbox > version number > data > Stencils, and we'll just paste that in there.
01:05The folder that you want to go to on a Mac is quite different.
01:09If you're having any trouble here, please refer back to the movie in the
01:12Introduction chapter on user-made tools, and back to Mudbox now.
01:18Let's bring in that stencil image by clicking on this arrow and Add Stencil.
01:23Okay, let's see if it's in here.
01:29Yes, Mudbox added it to the very end, so let's activate that.
01:34Now something interesting happens.
01:36When you activate a stencil, Mudbox places it kind of in front of your model so
01:41you could continue to rotate around the model and zoom in or whatever, and we've
01:46got this image kind of in front of it. So let me show you how it works.
01:51You can move and rotate and scale the stencil independently from the model if
01:55you hold down the S key.
01:58So holding down S and using your standard navigation, you can move it around.
02:03So for example, S with the middle button will move it, S with the left button
02:08will rotate it, and S with the right button will zoom it in and out, and you can
02:15hide the Stencil by pressing Q. So now you are back to regular sculpting mode.
02:20If you hit Q again, you go back into Stencil mode.
02:23Now how do we actually use it? It's pretty straightforward.
02:26Let's rotate the model so that we can see exactly where we want to
02:30start sculpting on it.
02:32So I'm just going to find a place that I want to sculpt this detail onto, maybe
02:36zoom in a little bit, and now I want to rotate and position the stencil so that
02:41the direction of the bark is going in the same direction as the tree.
02:44So let's rotate this around a little bit. All right.
02:48Now I am going to go to one of my Sculpt tools, so I can just sculpt
02:52directly onto the model.
02:54I'm going to increase the size of the brush a little bit, it's kind of small,
02:58actually decrease it--it was so big I couldn't even see it on the screen--and
03:02let's bring the Strength down a little bit too, it might be too high.
03:05Now simply start sculpting.
03:06Now you'll see not enough resolution in this mesh, so let's hit Ctrl+Z and
03:13Ctrl+D a couple of times to subdivide the model so that we have enough detail
03:18in this mesh to hold all the details that's in the stencil.
03:21We have got about 1.5 million polygons distributed for now. All right.
03:27So, now as you brush, all of that detail that's in that image is getting
03:31projected right through onto the model.
03:33Once you sculpted in one area, you could kind of move around to another area and
03:38continue sculpting more detail.
03:42This is a great way to get details into your work.
03:45You can see that it's kind of like the Imprint tool, but you have a bit more
03:49precision with exactly where it sculpts.
03:51One thing you may notice, is that as I build on detail, it's also building up
03:56the volume of the mesh. This may or may not be something that you want.
04:00So let me hide the stencil really quick, and hit Ctrl+Z a couple times to hide this.
04:06You see it built up a lot of volume, and I didn't want to change the overall
04:10volume of the tree so much.
04:12So let's go over into our Properties and take a look at the Advanced settings.
04:17Actually, this is something that's kind of tricky about Mudbox is that the
04:21settings are always relative to the last thing that you clicked.
04:25So the last thing I clicked was the Sculpt tool and actually what we want to
04:29look at is the properties for the stencil, so let's click on the Stencil.
04:33So here in the Properties is a setting called Offset.
04:37The Offset tells Mudbox to create the detail by adding volume when it's set to zero.
04:42If I set it all the way up to one, it will actually subtract volumes, so
04:46let's see what happens. So now it's pushing in with that detail.
04:52Let's just undo that.
04:55If I set the Offset somewhere in the middle, it's going to both push in and pull out.
05:00So the overall volume of the model stays about the same.
05:04Something else that you can do is tile the stencil so that it repeats beyond
05:08the edge of the image. So let's turn on Use Tiles.
05:12So now if you sculpt beyond the edge of the image, it will wrap around and not
05:17interrupt the shape too much.
05:18Let's see what happens actually if we don't use that, and let's see if we're
05:22sculpting over here somewhere.
05:25You reach the edge of that Stencil, you're going to get kind of a harsh edge.
05:29If you turn Use Tiles on, then it's fairly seamless, and when you're done using
05:34the Stencil, again just press Q.
05:37Stencils are another great way to quickly sculpt photographic detail just like stamps.
05:43You'll find that they're good for putting on that final pass of fine texture, as
05:46well as getting a foundation for sculpting patterns by hand.
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Freezing parts of a sculpt
00:00There may be times when you want to protect a part of your Sculpt from changes.
00:04Maybe you have some details sculpted that you don't want disturbed while you
00:08work on other parts.
00:09Maybe you want to create detail within a particular shape and don't want to
00:12have to worry about that detail getting where you don't want it.
00:16Whatever the reason, Freeze locks some parts of a mesh in place, while allowing
00:20you to work on others. Let's open the Basic Head.
00:24Now I want to put a shirt on this character. We need some more detail on the mesh.
00:29So I am going to subdivide it a few times hitting Ctrl+D until we have about
00:332 million polygons. Now let's pick the Freeze tool.
00:38Now you could just simply start brushing on Freeze, however, let's get more done
00:45at once and go to the Marquee tool.
00:47Now let's look at this from a different angle and simply draw a Marquee over
00:52roughly where the shirt should be. All right. Let's see what that did. All right.
00:57Pretty close, now we can just refine this by hand.
00:59I am actually going to go in and hold down Ctrl to unfreeze some of these areas
01:07and actually freeze a little bit more down here in the middle.
01:11Now that we've defined where the shirt should be, we can use any of the
01:15sculpting tools to affect just the shirt. Let's make it look like it has thickness.
01:19Let's go to the Bulge tool, and let's scroll down here in the settings, and I
01:26just want to flood all of the unfrozen area with Bulge.
01:30Go ahead and click that. Now, that's a little bit too much.
01:34So let's change some settings, I am going to undo that.
01:37Again, it's going to take a few seconds because it's a lot of polygons to deal with.
01:41Let's go to the Strength and just bring this down quite a bit, and then back to Flood.
01:48That was quite a bit lower, let's zoom in here and actually I think I might want
01:55to have that stick out a little bit more. So let's flood it again.
01:59That's going to be my nice thick sweater though. So let's do one more flood.
02:04Now we can detail parts of the sweater without worrying about affecting the skin.
02:08So we could grab maybe the Sculpt tool, I am going to shrink down the size of
02:12the brush, and we could go in and put any kind of pattern, or sort of a weave
02:17pattern in the sweater.
02:20I am not going to spend a lot time on this, basically just trying to
02:24demonstrate that if you go and sculpt off onto the frozen area, nothing
02:27is going to happen.
02:29So you are pretty safe to go and make any sort of adjustments, or patterns
02:31that you want without messing up the skin of the character.
02:35Something else that's useful to do is inverting the frozen area.
02:40So let's go up to Edit, and I'm just going to go down to Invert Freeze.
02:45So now the sweater is frozen and the skin is unfrozen.
02:49So I could go in and sculpt anything I want on the skin without worrying about
02:53messing up the sweater.
02:54When you're done, you can unfreeze everything just by going up to Edit and Unfreeze All.
02:59Freeze is useful whenever you want to protect an area of the mesh from Sculpting.
03:03There is lots of creative ways to use it in order to achieve a wide range of effects.
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Sculpting custom stamps and stencils
00:00Using photos as stencils and stamps is great. But what do you do when there are
00:05no photos of what you're trying to sculpt?
00:07Mudbox has a really great set of features that let you sculpt something once
00:11and then extract that sculpting as a 2D image.
00:13Then it can be used as a stamp or a stencil to recreate that exact sculpted
00:18shape or detail as many times as you want.
00:21Now you may be wondering what kind of sorcery allows 3D sculpting to be stored in a 2D image.
00:26Well, it's not magic at all but technology called Vector Displacement Maps.
00:31Let's see how it works.
00:33In this video, we're going to be making some cornrow braided hair on a head.
00:37Now you could manually sculpt all those braids by hand, but that would take a lot of time.
00:42I can sculpt just one section of a single braid and then create a custom stamp from that sculpting.
00:48To make a Vector Displacement Map, you are going to want to start with a single plane.
00:52So let's open up the basic plane.
00:54Now on this surface you are going to want to subdivide it fairly high and just
01:00do some sculpting on it.
01:01So you'll probably just want to turn off symmetry here and get your brushes whatever
01:08brush you want to use and just start sculpting.
01:11Let me set some properties here. I will increase the Strength a little bit.
01:15I am just going to make some braid type shapes.
01:20This could take a little while, so I am just going to skip ahead to where
01:24I've got a nice finished braid to work from.
01:27So I am just going to go to Open, I am going to go to Ch 2, and we are going to
01:32go to Custom Stamps, and let's open up cornrow.mud. No, don't need to save.
01:41I want to turn off the Wireframe, Shift+F, and let's just take a look at this really quick.
01:46It's got some nice sculpted detail of a section of a cornrow braid.
01:50So we have got the cornrow braid over here in the object list, and it's called plane by default.
01:57So I am just going to click on that and right click, go to Rename Object, and I
02:02am just going to call this sculptedbraid and hit OK, and let's hit Ctrl+Shift+A
02:09to deselect that so it's not so annoyingly yellow.
02:12Now we need to make a second plane.
02:15This will be a comparison object that Mudbox will use to calculate how much
02:18difference there is between a sculpted plane and a neutral flat plane.
02:23So I will just go to Create > Mesh > Plane.
02:28Let me hide the sculptedbraid really quick. Just make sure and confirm that it is there.
02:32Okay, great. Now let's make that 2D map.
02:35We will go up to Maps > Extract Texture Maps > New Operation, and I want to run on
02:41Vector Displacement Map. There's a lot to look at here.
02:45Let's take it one step at a time.
02:47We need to tell Mudbox which model is the target model, or the low-resolution
02:53mesh, and which one is the source model or the one that we sculpted.
02:57So I'll just select plane as the Target model and click Add Selected.
03:04In Source Models, we could also go and select the sculptedbraid and then add it,
03:08or we can just do Add All, and then I am just going to remove the plane.
03:13Generally, the default settings work pretty well. I usually don't have to change
03:17too many of these other settings.
03:19If you make a Vector Displacement Map, and it doesn't have enough detail, you
03:22might want to increase the resolution of it. You could also turn on Antialiasing
03:26if you want to have a little bit higher quality. We are going to leave this at Relative Tangent.
03:34If we were using PTEX--it's kind of an advanced feature--we will just leave it at Texture.
03:39So basically all we need to do now is just give it a File Name.
03:44So you can go and save it in--let's see. We'll go to Documents > Mudbox > version number > data > Stamps.
03:55The folder that you want to go to on a Mac is quite different. If you're having
03:59any trouble here, please refer back to the movie in the Introduction chapter on
04:03user-made tools and then just go ahead and give it a name, cornrow, and then if
04:10you're saving a Vector Displacement Map, you always want to end the file name
04:15with _vdm for Vector Displacement Map.
04:20The basic TIFF 32 by default is pretty good. We will go with that.
04:24Now let's scroll down and hit Extract.
04:28It should just take a second or two. Looks like it's done, say OK, let's close,
04:35and let's take a look in our Stamps and see what we have.
04:39Looks like it's not there yet. We might need to edit manually.
04:42So go ahead and click on the option arrow and Add Stamp.
04:45So now we can pick the cornrow_vdm from our Stamps folder and click Open.
04:53So it's added it right here. Now let's see what we can do with it.
04:57Let's go to your File > New Scene, don't need to worry about saving this, and we
05:01will just open up the Basic Head.
05:03I am going to subdivide it a few times, Ctrl+D, up to about 2 million, and let's
05:09use this Stamp with the Repeat tool.
05:12So let's see. We'll select the cornrow stamp as our stamp.
05:16And well, let's just give it a try, see if we need to change any settings after
05:21we've done an experiment with it. Shrink the size of the brush a little bit.
05:29Looks like I need to turn off some of this randomize. I don't want it to spin it
05:32or anything, I just want it to be a straight line, and I might need to increase
05:37the Buildup a little bit-- get a stronger effect, yeah.
05:44Cool, not too bad. Looks like it's stamping a little too close together.
05:47I am going to change the Stamp Spacing-- I don't know. Let's see, 70.
05:52Yeah, that looks pretty good.
05:56So you could go and just simply draw on these cornrows.
06:01That saves us so much time over doing all that sculpting manually.
06:06The ability to create my own stamps like this has saved me so much time and effort.
06:10You can use the resulting map as a stencil as well.
06:13So Vector Displacement Maps are really versatile.
06:15Anytime that there's a particular sculpted feature or detail that needs to be
06:19repeated many times, creating a custom stamp can really be a timesaver.
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Sculpting with layers
00:00Layers are a powerful way to control sculpting in Mudbox.
00:04They allow you to create details and then hide them, scale their intensity, and
00:08create a wide variety of effects, all without altering the model or its existing details.
00:13In this video, I'll introduce how they work on an example project.
00:16I am going to open up the Basic Head.
00:19We're going to use layers to give this guy some hairstyles.
00:23So let's subdivide the model a few times so that we have enough geometry to work with.
00:27I am going to go up pretty high actually, about 2 million.
00:31Before we start sculpting we want to make sure we create a new Sculpt layer.
00:35So let's go to the Layers tab and make sure that we are in Sculpt mode, and
00:40let's go ahead and make a new layer. So click New layer button.
00:44I'm going to use the Wax tool to sculpt some hair on his head.
00:48It's just going to be something quick and dirty.
00:50I'm just going to zoom in and just start sculpting some volume of hair.
00:54Don't even need to be really precise here, just kind of the general shape and
00:58position and volume of the hair.
01:01You might even want to make it extend beyond where you would normally have
01:04hair go, like farther onto the forehead. That's okay for now. We can fix all that later with layers.
01:09Now that we've put all the sculpting on a layer, let's see what we can do with it.
01:13Over here in the Layers palette, we can click on this visibility circle to turn
01:17off all those details and then turn them back on.
01:21This is useful if you want to make several different hairstyles but only want
01:25to see one at a time. You could hide all but one.
01:28There's also the Lock column.
01:30If you click in this column, you can lock this layer.
01:33This is so that you can't accidentally sculpt in it.
01:35It's useful if you have finished some detail in a layer and you want to make
01:38sure that you don't mess it up.
01:41So let's go ahead and unlock it now, so we can continue editing.
01:43So the hair is okay now, but I want a cleaner border between the hair and the skin of the head.
01:50I could spend a lot of work carefully smoothing and sculpting the hairline to
01:52keep it sharp and clean.
01:54But there's an easier technique, and that's with Layer Masks.
01:57With masks we can define parts of the layer that won't be visible.
02:01So let's go find the Mask tool, and now we can paint with this and define where
02:07we don't want the hair be.
02:08And actually, let's turn on symmetry with X so that we can paint it out
02:13symmetrically on both sides. Now let's just try something else.
02:16I am going to go to the Wax tool and just try to sculpt on more hair.
02:20I am going to turn off symmetry with X.
02:23Notice how you can always sculpt on the areas that are unaffected by the mask,
02:26but if you try to sculpt where the mask was, nothing happens.
02:30This is really great because it means that I don't have to worry about keeping
02:33the hairline nice and neat as I sculpt the hair since the mask is doing that for me.
02:37As it is now, you can't really see exactly where the mask is.
02:41In order to get a better sense of what's masked and what isn't, you can click on
02:45the Mask icon in the layers panel. Now everything that's masked shows up as red.
02:50You can add to the mask by using the Mask tool some more or remove the mask by
02:55holding down Ctrl while you stroke, so you could add to the mask or hold down
02:59Ctrl to erase from the mask. Layers are great for experimenting with details.
03:04I use them all the time to try out different designs, patterns, and textures.
03:08Since it's so easy to hide and manipulate layers, working with them is more
03:12flexible than sculpting directly on a mesh without layers.
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Editing sculpt layers
00:00Now that we have an idea what layers are for, let's see how to edit them.
00:04There are several ways to control layers and modify them to achieve different results.
00:09I'll go over some tips and tricks as well.
00:11Let's start with the hair we created the last video.
00:14Let's use some Mudbox features to modify the hair layer.
00:18We can make some really easy adjustments to the length of the hair with the Strength slider.
00:22So over here in the Layers palette, you will notice there is a Strength setting.
00:26You could type in a number, or you can jut grab on this control right here and
00:31simply control the intensity of the layers, kind of like an Opacity layer in
00:36Photoshop, but it's the Opacity of the detail in that layer.
00:42Where this comes in really handy is let's say you want to experiment with
00:46different varieties of lengths of hair. You could just make it once and then
00:51change the opacity or the strength of that layer instead of re-sculpting
00:55several different layers with different lengths of hair.
00:57Now here is something really cool.
00:59Even though the slider goes between 0 and 100, you can type in any number you want.
01:04So we can exaggerate the hair by typing in 200.
01:10This makes it so easy because you can sculpt detail and not even have to think
01:14about whether it's strong enough or if it's too strong.
01:16Then once you sculpt it into a layer, you can simply adjust the strength of it afterwards.
01:21Let's look at some of the other things you can do with layers.
01:23There is a feature that allows you to flip the details from one side to another.
01:27I'm actually going to turn off the mask just temporarily so that we
01:31don't see that red glow in the way, and I just want to right-click on the
01:35Sculptlayer that I want to flip. I will just go down to Flip layer.
01:39So after thinking about it for a couple seconds, Mudbox simply reverses the
01:43direction of all the details in that layer.
01:45Now let's say that I sculpted some detail on one side of the model, and I
01:49either forgot to have symmetry turned on, or I decide later that I wanted it to be symmetrical.
01:54That's no problem at all.
01:56First thing I need to do is tell Mudbox which side I want to mirror from.
02:01So let's go into Select > Move Tools and select Faces. I just want to select some
02:06faces on the side that I want to keep.
02:09Now let's go up and right-click on that layer and pick Mirror layer, and after
02:14thinking about it for a couple seconds, now you can see we've got identical
02:18mirror images of that layer on both sides, and if we just deselect--click
02:23anywhere in the open area to deselect any faces.
02:27One more thing I want to show here is the Erase tool. This tool is like mask in
02:31that it only works on the active layer.
02:33So let's go to Sculpt tools, pick Erase, and let's start working with this.
02:39At first it seems just like mask. It is just getting rid of whatever's on that layer.
02:43The difference is that it gets rid of it permanently.
02:46So you couldn't erase the mask and have this detail come back, it is really
02:50erasing it from the layer.
02:52Hopefully these examples demonstrate the power of layers. With them, you are
02:57able to test out different ideas and designs without worrying about messing up
03:00anything on the sculpt itself.
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Working with multiple sculpt layers
00:00Now that we've seen all the things you can do with a single sculpt layer, let's
00:04take a look at some of the things Mudbox can do with Multiple Sculpt layers.
00:08You'll find that using Multiple Sculpt layers opens up a wide range of
00:12opportunities to explore different designs.
00:14Before we make any new layers, I just want to show you one thing over here in
00:19the L column of the sculpt layers. You'll notice that there is a 4 right here.
00:24This means that the sculpt layer is associated with the subdivision level 4, and
00:30you can only edit this layer when the model is currently on subdivision level 4.
00:34If you switch to any other subdivision level--so for example, I am going to hit
00:38Shift+D to go down a couple levels-- you'll see that you get this crossed out
00:43symbol, which means you can't edit the layer in any subdivision level other than
00:48the one it was created on.
00:50So I am going to hit D a couple more times until we go up to level 4, and you
00:55can see now the layer is active again.
00:57So let's make another sculpt layer, and I want to put some fine details in this layer.
01:03You'll notice that there's currently no number right here.
01:06That means that the layer is open to be sculpted on in any subdivision level.
01:10But once I start sculpting in this layer, it'll be locked in.
01:14So let's hit Ctrl+D to create a new subdivision level. Now it's Level 5.
01:19So if I start sculpting in this layer now, any further details in this layer
01:24will be locked to the subdivision level.
01:27So you know, I can make some fine little hair strands, sculpt it in here, and
01:34you'll notice now this is locked into Level 5.
01:36Now let's make a third Sculpt layer, because I want to have multiple sculpt
01:42layers that are on a single subdivision level.
01:45So in this one I am just going to make some more detail, just kind of some fine-hair detail.
01:53When you're happy with the sculpting the way you have it, you could adjust the
01:57strength of the different layers, and when you're happy with how these two
02:01different layers look, you can actually combine them into one layer.
02:04So let's right-click on this, go down to Merge Visible.
02:09Now you'll notice what happened is those two layers were collapsed into one,
02:14but only the layers that were on the same subdivision level.
02:17The layer that was on subdivision Level 4 remains just the way it was, but now
02:22we've got to layers that are merged into one.
02:25So merge won't let us combine layers that exist on two different subdivision levels.
02:30However, we can basically achieve that with flatten.
02:33So let's right-click on Sculpt layer 3 and come down to Flatten.
02:38Flatten will lock in all layers from all subdivision levels, and it flattens it
02:42down to the basic sculpt.
02:45Be careful, Flatten will also delete any hidden layers in the process.
02:49The result is a model without any sculpt layers, all of those details are now
02:53locked into the regular model.
02:55With Multiple Sculpt layers you can have the flexibility to try out all kinds
02:59of different detail combinations.
03:01It is really useful when you want to experiment but don't want to risk messing
03:05up your sculpting just to try something out.
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Sculpting symmetrical details on an asymmetrical model
00:00We've seen already how you can turn on mirroring and thereby sculpt
00:04symmetrically on two sides of a model at once, and that works great when the
00:08model itself is symmetrical.
00:10But what can you do when a model has been posed, for example, and symmetry no longer exists?
00:15In this video I'll show you a simple feature that allows you to use mirrored
00:19sculpting on a model that isn't actually symmetrical anymore.
00:22So let's take a look around this model.
00:25It is definitely posed so it's no longer symmetrical.
00:28If I turn on X to turn on Mirrored Sculpting, let's see what happens.
00:32So you can see that the two sides of the symmetrical sculpting do not line up
00:39with the two sides of the bull's anatomy, so that's a problem.
00:42What we need to do is tell Mudbox where the center line of the model is, and
00:47there's just a few steps to remember.
00:49You want to go to the lowest subdivision level, and you want to go to the Select
00:55and Move tools and pick the Faces tool, and I'm going to turn on Wireframe--
01:01Shift+F--so I can see where the center line is more easily.
01:04Now I just need to pick any two faces that are on either side of the center line.
01:09So I am going to hit X to turn off Symmetry for a moment, and I am just going to
01:14click two of these faces on either side of the center line that we can see running right down here.
01:19Now let's go up to the Mesh menu and select Set Topological Axis.
01:26Now let's hit Ctrl+Shift+A to deselect everything. We're almost ready to start sculpting.
01:31Let's go to our Sculpt tools, and let's get the Wax tool, for example, and
01:36let's go over to the Properties, and we want to turn on Mirroring--but not just regular X Axis mirroring.
01:43But we want to go all the way down to Tangent.
01:46So this will respect the actual symmetry that's inherent in the model.
01:51Let's hit D a few times to go up to our subdivision levels. I am going to turn
01:56Wireframe off--Shift+F--and now let's see what happens if we sculpt.
02:00So now that the model is not actually symmetrical, Mudbox still knows which side
02:08it corresponds to on the other side of the model.
02:14This feature opens up all kinds of possibilities for sculpting. In the past
02:18you used to have to be very careful about making sure that you did all of the
02:22symmetrical sculpting before doing any posing or any major asymmetrical sculpting.
02:27Or in other instances, if you had to work on a model that was already posed, you
02:32had to painstakingly sculpt both sides of the models separately in order to fix any symmetrical issues.
02:38Now with tangent mirroring, you can pose a model and then continue to work on symmetrical details.
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Bringing it together: Sculpting demo
00:00So far in this course I've shown you what individual Sculpting tools can do.
00:05Now I want to bring it all together and do a little demonstration of what I might
00:09do for an overall sculpture.
00:12In reality, sculptures take at least hours, often days worth of work.
00:17So we're going to condense parts of this down and speed them up.
00:20I just want to give you an overview of what the entire sculpting process can look like.
00:24I'll just open up the Basic Head, and we're going to bring in that
00:28hank_reference that we looked at earlier.
00:30So in the Perspective view, I just want to open this up and go to ImagePlane,
00:34and let's Import our hank_reference from the Chapter 2 Sculpting Demo folder on
00:40the exercise files. And it's a little bit big, so let's just bring it down to--
00:46I don't know--about 0.9. And let's increase the Depth so we can see the model in front of it.
00:52So the first thing I might do is get the Grab tool out. Make sure I've got Symmetry turned on. That's good with X.
00:58And what I just want to do is start getting the proportions worked out.
01:02So I usually start with a pretty big brush here. Seems like the biggest part of
01:06this guy's face is his jaw and chin.
01:10So I just really want to bring these out really nice and big.
01:14Maybe I'll use custom grab to pull it out in different ways.
01:18And his mouth really sticks forward, so I just want to make sure I get the
01:22really big proportions first.
01:23And his nose kind of sticks forward, so I'm just going for the big stuff before I
01:31get in to the any details.
01:36Okay, now that I've got the big stuff in proportion,
01:39I like to go to Wax sometimes and just start sculpting in the medium-sized
01:43details like the fleshy folds.
01:45Looks like I might need some more detail here. I'm just going to subdivide a
01:49couple times so now we can get kind of the more fleshy details.
01:52We will just dig in a hole for the mouth right now, and you might get some jagged edges.
01:57I'm just usually smooth those out.
02:03I want to increase the Strength of my Wax here, and it looks like on the
02:11reference he doesn't have that much of a pronounced bridge of the nose so I'm
02:14going to try to cut this away a little bit.
02:19Sometimes when you use Smooth, you don't get much result, so I like to go
02:23down a subdivision level or two, and then smooth gives you much more of a pronounced effect.
02:27So let's give him some more width to his nose.
02:34I just build up volume, and then it might be a little bit jagged or lumpy, so
02:38I'll just smooth it out and build up some more, and I just like to look at that
02:46from all angles, just constantly making adjustments.
02:52Pretty much it's a back-and-forth organic process. It's just building up, smoothing
02:55out, adjusting to seeing what needs to work.
03:02Then I try not to spend too much time in any one place while leaving the rest of
03:05the model untouched, we kind of want to work up the entire model overall.
03:13So let's work on the eyes a little bit. I like to create the depression for the
03:18eye socket first, and then I'll like to make the eyelid shapes.
03:26Maybe I'll use the Crease tool to define this crease here. That's a bit too
03:32strong, and we could just hollow out space for his eyeball to go. Looks like his
03:45neck could be little wider a little deeper from front or back.
03:53All right, I'm going to turn off Symmetry now and put some of that hair on. Okay, not too bad.
04:04Okay, well, there's probably some more tweaking and refining I could do from here,
04:07but you can see how in not too much time you can really get some interesting
04:11sculptures going with these sculpting tools here in Mudbox.
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3. Working with Multiple Objects
Using the Object List
00:00A Mudbox scene involves many things: cameras, lights, materials, and of course the models themselves.
00:07If there are many objects in a scene, it can sometimes be hard to keep track of
00:11them all. Or sometimes object may be hidden behind other objects and therefore be
00:16hard to find and select when you need them.
00:18The object list is an index of everything in a scene so that you can easily find
00:23selects and control them all from one place.
00:26In this video I'll show you how to get the most out of it.
00:30So we've got one of our exercise files open already. There's also a tree to add.
00:34We can import that as a separate object.
00:37Let's go up to File > Import and grab the tree and Open.
00:42You'll notice everything just got brighter--I'll address that in a moment--but
00:48first, let's look over in the object list.
00:51We've got our materials for the different objects. We have got cameras, lights, the objects themselves.
00:58So one thing about importing scenes is that you bring everything along with it, not just the model.
01:04So when I brought in the tree, it brought in the light from that scene, and so now
01:09we've got two Lights in the scene, the Light that was with the tortoise, and the
01:13Light that was what the tree scene. So it's kind of doubling up the Light.
01:17So we can just select one of them. Right-click and Delete the Light.
01:21So one good thing about working with multiple objects is that you can hide some of them.
01:26So let's scroll this a little bit so you can see this better. You can hide the
01:30wartortoise, for example. If you just want to work on the roots of the tree and
01:34you don't want to have the tortoise in the way, you can hide that.
01:38Click the circle again to bring it back. Now we could hide the tree, for example,
01:42and work on the shell of the tortoise without having the tree in the way.
01:45In another situation you may want to see an object but not accidentally select
01:50it or change it in any way.
01:51So let's bring the tree back, and I want to keep the tree visible, but I don't
01:56want to be able to affect it.
01:58So I'm just going to click in this space right here, and it just jumps my scrollbar up actually.
02:03So scrolling back down, we can see that the tree is now locked, and it's kind of
02:08grayed out here in our viewport.
02:10So now if I were to edit the wartortoise the tree would be un-selectable.
02:14I could not make any changes to it even if I wanted to.
02:17Some objects will have a Plus sign next to them. This is because the object
02:21has a hierarchy of attributes.
02:24So we've got the wartortoise right here and the little Plus sign, so
02:28let's see what happens.
02:30Okay, so we can see in here what we have beneath the tortoise is its
02:34multiple subdivision levels.
02:36You usually don't need to access these different levels. There's usually not
02:40really anything you can do with them, but it can be good to know that they are there.
02:45Sometimes when you import models from other programs they can be combined into groups.
02:50So you could access the individual objects of that group by expanding the Plus sign.
02:56If you right-click an object, you can get a little menu of things that you could
03:00do to it, such as assigning materials, renaming it, duplicating it, deleting it, and so on.
03:06There's just one odd thing that Mudbox does that I should mention. When you
03:09select a model by clicking on it in the object list, it selects all of the
03:13model's polygon faces, which turns the mesh yellow.
03:17You can still sculpt on it while it's yellow, but it's very distracting.
03:21There's two things you can do, one is you can click on an empty area of the
03:24object list--so I'm going to scroll down and click down here where it's going to
03:30open and empty--and you notice we actually selected something else, but if
03:34you have any open space down there, it'll deselect everything.
03:37Something else you can do is you could-- if you have an object that's yellow--is
03:43just hit Ctrl+Shift+A, which is a hotkey that I set for deselecting all.
03:49So you'll use the object list to help keep track of all the objects in your scene.
03:53It's especially useful if you have lots of objects so that you can quickly find
03:57particular objects and hide and lock others.
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Translating objects
00:00Transforming is just a fancy way of saying moving, rotating, or scaling.
00:05You'll often need to transform in Mudbox,
00:08especially when working with Multiple Objects. It's how you position objects
00:12relative to one another.
00:13So we've got our war tortoise open, and as it is now, he doesn't have any eyes.
00:18So let's make him some eyes. Let's go up to Create > Mesh and make a Sphere.
00:26Now let's use the Transformation tools to put the eye where it belongs.
00:29Let's go to the Select/Move tools tab.
00:33You could use the Translate, Rotate, and Scale under here, but I prefer to use
00:37the hotkeys, W, E, and R.
00:40Right now the tree is selected, so let's go and pick the sphere in the Object List.
00:45Now if I hit W, we go into Move mode, and I can just simply grab these different
00:50arrows and move it along different axes, position it where I need to.
00:57Now we'll hit R to go into Scale mode and just shrink this down.
01:01I am going to hit F to zoom in on this so I can see it more closely, and I am
01:07just going to go back into Move mode-- so W--and I just want a better view on
01:12this and just move it closer into place. Back in Scale mode, R.
01:19You want to be careful. Sometimes Mudbox will accidentally scale in one of these
01:23other axes, and it will stretch out.
01:26But I want to scale very proportionally, so I am just going to scale with the white cube.
01:32So it's just kind of back and forth between Scale and Move so that I can get the eye positioned correctly.
01:41Let's see. I just want to view it from a couple of different angles so I can
01:47really get it accurate in here.
01:52You can also click and grab on the white circle in the middle and that will
01:56move the object relative to the camera view.
01:59Well, that's pretty close. I could do a little bit of editing to the shape of
02:03the eyelid so that this would fit a little bit better.
02:06But this is good enough for right now.
02:08Since the eye is spherical, we don't need to rotate it, but let's see how
02:12that would work anyway.
02:13I want to hit Ctrl+Shift+A so that we can't see the yellow highlight anymore,
02:19and let's hit E to go into Rotate mode.
02:22Also, I want to be able to see what I'm doing, so let's turn on the Wireframe, Shift+F
02:26So now you can just click and drag on the eyeball to rotate it around.
02:32Let me zoom in here so we can see this more clearly, and you can click on any of
02:38these red, green, or blue axes to rotate it with more accuracy.
02:44But you can see how just rotating around any particular axis that you choose.
02:49You may notice that while you are transforming there are some variables visible
02:53in the Properties panel over here.
02:55This is simply a numeric representation of the current object's position, angle,
03:00and size in the scene.
03:02You could type in numbers here if you want it to be really precise.
03:05You'll use Move, Rotate, and Scale on a regular basis to position and orient
03:09objects relative to each other.
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Duplicating and flipping an object
00:00There are many times when you want to have symmetrical objects in your scene,
00:04for example, two shoes on a character's feet. You could make each object
00:08separately, but it would be a lot of work to sculpt the same detail on one
00:13object and then sculpt it again on the other.
00:15By using Mudbox's Duplication and Flipping features, you can work on just one
00:18object and then copy it and flip it over to the other side.
00:22So we've got our war tortoise here, and let's zoom in on the head.
00:25You'll notice he's got the eye we made in the last video, but he is missing an
00:29eye on the other side, so let's fix that.
00:31Now we could go up to Create and make a new sphere and size it and position it
00:36manually, but we can just duplicate the eye that we had before.
00:40So let's find it over in the Object List, sphere, and let's right-click and Duplicate Object.
00:46So we've got another copy, and it's sitting right on top of the previous eye.
00:51To confirm that, I am going to hit W to go into Move mode and just move one eye
00:56out, and you can see that, yes, it was a duplicate just sitting right on top of
01:00the previous eye, so I'm just going to undo that.
01:03So to flip it over, let's just go up to the Mesh menu, go to Flip Mesh, and Around X.
01:09Now you can flip on any axis, usually X is the one that works best for
01:14symmetrical characters and stuff like that. But sometimes it might be one of the others.
01:18If you get a result that you didn't expect, you can undo it and try one of the other ones.
01:23So let's try X, and let's look around to the other side, see if that worked.
01:29Okay, great. It worked.
01:30Let's go look at some of the more options in the Flip Mesh options here.
01:35So Around Local X, Y, and Z means that the object will flip, but it won't go to
01:41the other side of the model. It'll just flip around itself, and then there is
01:45also From Y-Up to Z-Up and vice-versa. These are for correcting the orientation
01:51of models. Sometimes different programs disagree on which direction is up.
01:56So in some scenes the direction is Y for up, and in some it's Z.
02:02So you could import a model to Mudbox, and it would be like a character.
02:07It should be standing up straight, it might be laying on its back, or lying on its belly.
02:11You could fix it by picking one of these. Okay, so let's go back to our model.
02:18Now that we have two eyeballs, let's rename them in the Object List.
02:21So just right-click on this and go to Rename, and let's call this eyeLeft, and
02:30do the same thing for the other sphere, Rename, eyeRight.
02:35It's always a good idea to keep your objects named, especially if you have a
02:40lot of objects in a scene. That way it can be easy to find any particular object that you're looking for.
02:45You'll find that duplicating and flipping are two functions that you'll use a lot in Mudbox.
02:51You can make just one object and then copy it over and over again, rather than recreating it by hand.
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Transferring detail between two models
00:00In a perfect world, you would never have to change a model after you
00:04started sculpting on it.
00:05However, what tends to happen more often is that you start working on a model
00:09and then it turns out that a client changes their mind, and you have to go back
00:13and make drastic changes to a design after you've already put a lot of work into sculpting.
00:18In the past this meant having to scrap all that work and start over.
00:22With Mudbox you can transfer sculpted detail from one model to another so that
00:27when design changes happen, you can keep working without too much trouble.
00:31So you've got the bull exercise file open, which has some nice detail sculpted into it.
00:37Now let's say that my client decides that they want a version without the horns.
00:42Instead of starting over with the new model, let's use transfer details to do
00:45most of the work for us.
00:48So let's import the version of the model without horns. I'm going to go to
00:53File > Import and open bull_no_horns.
00:56Let's look it in the object list, just to make sure everything is correct.
01:01Just slide this over a little bit. Let's hide the bull. Okay, great.
01:05So the bull has horns, as you can see, and then we've got this other model, mesh1.
01:10I am just going to deselect that--Ctrl+Shift+A-- and you can see that it is
01:16a bull or a cow without horns, so let's get the details of the bull transferred
01:22onto the version without horns. Let's go up to Mesh > Transfer Details.
01:29So now we've got some settings here to go over.
01:33The Source model is going to be the model that has all the detail that we like, that we want to keep.
01:40And the Target model is the version that we want to put the detail onto.
01:45So Target model, we want mesh1, Source model we want to be the bull, and usually
01:51the highest level is the one we want, so Level 3 should work pretty well.
01:55That's the subdivision level that has the highest level of detail.
01:59Search Distance, this is something that you might have to play with a little bit.
02:04It's basically the greatest distance between the two different models that
02:08Mudbox will look for to find details.
02:11It's hard to know exactly what number to use, so usually I do some trial and
02:15error before I find the right number. We can leave it at 4 for now.
02:19And make sure you've got the Advanced tab opened up.
02:22If you're having trouble getting good results, you can experiment with these settings.
02:26They're pretty good by default, so I won't say too much about them other than this last one.
02:31The Transfer Base as Sculpt Layer means that when detail gets transferred, it'll
02:36be placed in a sculpt layer.
02:38I like to turn this on because it gives me more flexibility when cleaning up any
02:42problems that might happen. Now let's click Transfer to make it happen.
02:47Mudbox is going to think about it for a few seconds.
02:50Let's hide the original bull model and see what happened.
02:54Mudbox highlights in yellow any areas of the model that didn't get details transferred correctly.
03:00This is usually because parts of the model were too far away from the source mesh.
03:05So I'm just going to hit Ctrl+Shift+A so we can see what that looks like.
03:09So yeah, definitely. You can see that there's this patchwork of parts of the
03:12models that were too far apart to get that detail transferred.
03:16So I'm just going to hit Ctrl+Z to undo the transfer of details.
03:20Just need to hit it a few times, we are back to normal, Ctrl+Shift+A to
03:26clear that selection, and let's go back up to Mesh and Transfer Details, and
03:34we'll just plug in the model again. Source model we want to be bull-Level 3,
03:38Target model, mesh1.
03:40Now we need to change the Search Distance. You want to experiment to get this
03:44number just high enough so that all the detail gets transferred but not much
03:48higher than it has to be, because you can start to get weird results if it's too high.
03:52I did some tests earlier and found that 16 works good for this model, so it's
03:57roughly around 16, doesn't have to be exact.
03:59Of course, the number that works best will vary from project to project.
04:03Let's hit Transfer Details. Just took a few seconds.
04:07Now let's hide the original bull, and you can see that you have a lot of nice
04:12detail here, and maybe there are a couple areas that didn't quite get everything
04:17exact, but it's almost all there, and we can fix that later on.
04:21There are many situations where this technique comes in handy. For example, you
04:24could sculpt on a temporary mesh that's not optimized for animation.
04:28Then after you sculpt a new model with good topology for deformation could
04:32be made, and you could use Transfer Details to get the sculpted details onto the finalized model.
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Cleaning up problems with transfer details
00:00Sometimes when using Transfer Details, there can be some areas that need fixing.
00:05There's a few things that cause problems with Transfer Details.
00:08In this video I'll show you how to fix those problems and also give some tips on
00:12how to avoid them in the first place.
00:14So, we've got the exercise file open. It's the bull, exactly how we left it in the last video.
00:20Now sometimes when you load up a file that has some yellow selections, Mudbox
00:25automatically deselects them when you reload it up, so I created a selection set
00:31that will reselect those areas, just in case you're running into that problem.
00:34It's here in the object list, it's problem areas.
00:37If you just click on that you'll see the same selection that we left it in the last video.
00:42And just as a refresher, the yellow areas are the parts of a model where transfer
00:47details had some trouble matching the shape between the two models.
00:52So before going any further, let's take a look in the layers and notice that a
00:56sculpt layer was created when we did the Transfer Details.
01:01So we can just confirm that all the details are in this layer by hiding it.
01:06When we hit turn off that layer all the details go away, and if we turn it back
01:10on, the detail should come back momentarily. So let's zoom in closer on the head.
01:14Now the area where the horn was is yellow.
01:19This is to be expected, because there's such a huge difference between the two
01:22models at that spot. We can clean this up by using the Mask tool.
01:26I'm just going to come down here and grab Mask, and now I'm just going to brush
01:31with it, and I need to make sure that I've got the correct sculpt layer
01:35selected, and I'll just mask that out, so there is kind of a jagged edge there
01:40where the horn met the head, so I can just kind of clean this up by hiding that
01:45area of the Transfer Details.
01:46You also just come in with the smooth-- which holding down Shift--and smoothing
01:51that out a little bit. Now let's have a look at the inner ear.
01:53I'm just going to rotate this so I can see that more clearly and hit F with the
01:58cursor over the inner ear, zoom in a bit more. Okay, now you can see that's kind of a mess.
02:04Transfer Details has trouble with open edges, so I want to go ahead and use the mask.
02:10I am going to shrink the size of the brush a little bit and just mask this area.
02:15Hopefully be able to clean up some of this weird stuff that's happening here.
02:26Just want to get a different view on it. Okay, cool. Get all that cleaned up.
02:32If you want to avoid problems like this, try to make sure that your models are
02:36all closed surfaces with no open spots or holes.
02:40It's not a big problem if you have open edges. As you can see, it's relatively easily fixed.
02:45One last thing that can cause problems is when a part of the mesh has tight
02:49creases, or where the surface is bunched up like on a leg, so let's zoom out and
02:54see what that looks like.
02:55I'm just going to hit F with the cursor over that joint right there, and you can
03:00see how the anatomy was kind of pinched up right here, and it has a little bit
03:04of trouble transferring the details and spots like that.
03:07So the same thing here. We can use Smooth to try and to smooth some of this out,
03:12and we can use Mask to clean up some of these areas, and you'll notice in some
03:16places it's masking out a lot more than we really want, so then we could come in
03:22and hold down Ctrl and then erase that mask a little bit, so we bring it back
03:27to normal in some areas and then just try to smooth some of this out.
03:30It can also be helpful to view it from the inside. So actually, now I've rotated
03:35the camera so I see from inside the model, and now I can just try to mask some
03:39this out, and I'll be able to rotate around a little bit more, yeah.
03:47So now I can see from inside the model, so that's pretty good.
03:50So a little bit back and forth with sculpting and smoothing and using the
03:54Mask tool really comes in handy here, and let's zoom out and see what we've got. So much cleaner.
04:02So there is just a few other areas to clean up, but for the most part it's a
04:07pretty straightforward process of just masking and smoothing out.
04:11And even though there's some touch up work to be done, this sure was a lot
04:15easier than re-sculpting all of that detail just because the horns were removed.
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Using materials with multiple objects
00:00When working with multiple objects, there will be times when you want to have
00:04multiple materials as well. Let's say you have a character who wears glasses.
00:09You could make a transparent material and assign it to the lens object, for
00:13example, and have a different material for the character's face.
00:16In this exercise file we've got the bull with the Default Material on it.
00:19The material has a Texture Map on a Paint layer.
00:22We'll get into the creation of Paint layers and Texture Maps later on.
00:26For now I just want to show you something that can seem odd to beginner users of
00:30Mudbox and how to fix it.
00:32The bull is the only object in the scene right now, but watch what happens when
00:36I make a ground plane. Let's go up to Create > Mesh > Plane.
00:43We made a new plane. Let's go and select it.
00:45I just want to move it down, and let's make it a little bit bigger, hitting R
00:50to go into Scale mode. All right!
00:55Let's hit Ctrl+Shift+A to deselect that so we can see it more clearly, and I'm
01:00going to make the Manipulator go away by selecting one of the Sculpt tools.
01:05Let's take a look around the scene at this.
01:07Now you'll notice that the ground plane has taken on the same material that the
01:11bull has, and this is probably not what you want, and it can be a little
01:16confusing as to why Mudbox did this until you understand a few things about how
01:21Mudbox works with materials.
01:23Whenever a new object is created, it is assigned the Default Material.
01:27Since the bull was using that material with a Texture Map applied to it, any new
01:32object will get that material and use a Texture Map as well.
01:36So let's give the ground plane a material of its own so that it can have a different texture.
01:41Let's go in the Object List and select the plane.
01:45Now let's right-click and go to Assign New Material and click Mudbox Material.
01:51And here we can give it whatever color we want.
01:53So for example, it could be darker, like dirt, and we could turn off Specular
01:59since dirt isn't really shiny. Make that pretty dark.
02:05Cool. And let's hit Ctrl+Shift+A to deselect that so it's not bright yellow.
02:11Now let's look around this, and we can see that the ground plane is now
02:15a different material.
02:17Another thing that can be confusing at first is knowing which material is on which object.
02:23In this scene it's not too hard to figure out, but what if you have many
02:26objects with many materials and you want to make an adjustment to one of the object's materials.
02:32How do you know which material to edit?
02:34The best thing to do is to get in that habit of naming materials as you
02:38make them so that you can easily find what you're looking for over in the Object List.
02:43So right now, we've got Default Material and Material.
02:46So we know the Default Material is on the bull, so I could just right-click and
02:51go to Rename and call it bullmaterial or something that makes sense, and we could
02:58rename this one groundmaterial.
03:04But I know that I'm not always that organized, especially when I'm
03:08experimenting, so oftentimes I make a lot of objects and a lot of materials
03:12without naming them beforehand.
03:14So if you don't know which material is on an object, you can right-click on
03:18an object. So let's go down and right-click on the bull, for example, and go to Edit Material.
03:26Now this will bring up the material that's on that object.
03:30At first, understanding how Mudbox deals with materials and textures was a little
03:34odd to me because I was used to how ZBrush works.
03:36However, after realizing that it's much closer to how 3ds Max or Maya works
03:41with materials, Mudbox made much more sense to me.
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4. Painting Textures
Using UV maps
00:00Before we can do any painting in Mudbox or extract any kind of maps for use in
00:05other programs, we have to make sure that the model has a UV layout.
00:09A UV layout is a flattened representation of all the polygons in the model.
00:14It's kind of like a flat map of the world.
00:17In this video, I'll show you how to view and tweak UV maps for a model so that textures can be created.
00:23Mudbox is very limited in how it can edit UVs.
00:26You'll definitely want to use another program to create the UV layout first, like 3ds Max or Maya.
00:32Mudbox is meant to work hand in hand with other programs that take care of the UVs.
00:37For the most part, the way that Mudbox deals with UVs is under the hood.
00:41The important thing is to know that a model has UVs before attempting to paint on it.
00:47Let's open up the default Bull that comes with Mudbox.
00:51First of all, let's take a look at the UVs by clicking on the UV View tab.
00:55This shows us that the model already has UVs laid out in a pretty efficient way.
01:00Mudbox doesn't have tools to lay out UVs this nicely, so this was probably done
01:05in a program like Maya or 3ds Max.
01:08There's one other way in which you can view the UVs and actually do some simple editing to them.
01:13Let's go back to the 3D view, now go to the Mesh menu, and go down to Flatten to UV Space.
01:21What this does is it temporarily flattens out the model so that it matches the UV layout.
01:26This is useful because we can now use some of the sculpting tools to edit it.
01:30I'm just going to zoom in a little closer here and turn on Wireframe with Shift+F.
01:34You can actually use any of the sculpting tools on it.
01:38So Sculpt, you could actually pull this around.
01:42I don't really know why you would want to do this, but you can.
01:45Some of the other tools are actually more useful, so let me undo that, Ctrl+Z.
01:49One tool that's really useful here is Grab, so I'm going to just increase the size
01:54of the brush a little bit, and now if you wanted to edit the UVs of this model
01:58you could just simply grab and pull around and make some modifications.
02:03Let's say we want to use this space a little bit more efficiently.
02:07You could definitely do that.
02:09You could also use Pinch, kind of pull the UVs together like this.
02:16So what we were doing here is we were only affecting the shape of the UVs, the
02:20way the textures mapped onto an object.
02:22This isn't changing how the model will look at all, and when we come out of this
02:27view you'll see that we'll go right back to normal. The model will look just the
02:31same as it did before we made any of these changes.
02:34Let's see. There are a couple other tools that can be useful here, so for
02:38example, Smear. We could use this and kind of push around the UVs of a little bit.
02:42You can use Smooth here, so I'm just going to hold down the Shift and smooth the
02:46UVs out a little bit.
02:48This is actually something I wish I could do in Maya is smooth things just as easily as this.
02:53So every once in a while I'll take a model into Mudbox just for smoothing out the UVs.
03:00You could even use Freeze here if you wanted to protect some of the model or
03:04some of the UVs from any editing.
03:06Let's say I just wanted to work on this one part right here, then I could go and
03:10grab Smear and just move this part around and not worry about affecting any
03:14of the frozen area.
03:18Now that we've made some changes, let's go back to the Mesh menu and click on
03:23Unflatten from UV Space.
03:24We'll just zoom out here so we can see the whole thing.
03:27So the model is exactly the same as it was before just the UVs have changed.
03:31You could even verify that by going into the UV view and seeing that it is
03:35actually a little bit different now than it used to be.
03:38You see a little bit of an overlay from the way it was before and the way it is now.
03:43Although there's not a lot of things that you can do with UVs in Mudbox, it
03:47will be important to be able to see what they look like and make minor tweaks to them.
03:51For the most part, you'll be making UVs in some other program better suited to
03:55the task before you import the model to Mudbox.
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Creating and importing UVs
00:00Although it's nice when the model already has UVs that have been laid out before
00:05you start sculpting, this isn't always possible.
00:07You can still sculpt on a model that doesn't have UVs, and then when you're
00:11ready to export maps or do any painting you can import a UV layout or create UVs at that point.
00:18So we have our wartortoise exercise file open, and let's see what the UVs look like.
00:23I'm just going to go in to the UV view, and you can see that it's kind of a mess.
00:28UVs should not have any overlaps, so you can see in here there are parts where
00:32some of the UV layout overlaps other parts.
00:35You can see that there's UVs that extend beyond the appropriate square that they should live in.
00:41So these really aren't going to work for Painting Maps.
00:44Let's use Mudbox to create a UV layout for us.
00:47I'm going to go back into 3D view and make sure we've got the object selected
00:52here, and let's just go into Mesh and Create UVs.
00:58Now it's warning us that the mesh already has UVs, but that's fine. We want to
01:02replace them. They're not very good as they are.
01:04Now we have the option of setting the Number of UV tiles.
01:07This is an advanced setting.
01:09If you don't know how many you want to create, then you should keep it at 1.
01:13Basically, the number you set will spread the UVs across multiple texture images.
01:18This can be nice for really extreme levels of detail, but it also makes
01:21things more complicated. Let's see what it looks like in the UV view now.
01:29Let me just zoom in.
01:31So you can see that Mudbox broke every single polygon into its own UV shell.
01:38This isn't really the most efficient way to create UVs. It's just kind of a
01:42quick and dirty way to create UVs.
01:44What I highly recommend is laying out UVs in a program that's more suited for it,
01:49like 3ds Max or Maya.
01:51However, it can be something to get you started painting texture maps.
01:54So now let's import UVs from a model that had its UVs laid out in Maya, and
02:01we're going to replace this really blocky layout.
02:04So let's go into that 3D view, and now let's go to File and Import UV, and from
02:11our exercise files we're just going to open mayauvs and go ahead and click Open.
02:16When we import, Mudbox wants to know how to apply the new UVs to the existing object.
02:22Usually Vertex ID is good because you should be applying UVs between two
02:27different versions of the same model.
02:29The only difference between the two models really should be the UVs.
02:32Every vertex in the model has a number, and when you import UVs Mudbox will
02:37match up the vertex numbers and everything should work fine.
02:40Occasionally however, sometimes software will renumber the vertices, which could
02:45result in the UVs getting jumbled. If that happens you can tell Mudbox to apply
02:50the new UVs based on their position and space.
02:53As long as the two models have the exact same polygonal structure, choosing
02:57Position should work if Vertex ID doesn't. The Tolerance setting is just for the Position option.
03:04This will compensate in case some of the positions of vertices are slightly
03:07different between the two models.
03:09If that happens, you can experiment with the right number to put here to get a
03:12good result; however, I'm just going to leave it on Vertex ID because that works 99% of time.
03:18Let's see how this works. That was pretty fast.
03:21Let's go in the UV view now and see what this looks like.
03:24Okay, that's great.
03:26Now the UVs match the nice clean layout that I did in Maya.
03:29While you can get a lot done in Mudbox without having to worry about UVs,
03:34you'll almost always have to create them or import them to use textures in other programs.
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Creating paint layers
00:00In Mudbox, when you paint on a 3D model, that paint gets directly placed into a texture map.
00:06This is different from programs like ZBrush where you paint onto the vertices of the model.
00:12After creating UVs, the one other thing that you have to do before painting is to
00:16create a Paint layer.
00:18A Paint layer is basically an image file that Mudbox lets you paint directly onto.
00:23If you're familiar with Photoshop, you'll find paint layers to be very similar to layers in Photoshop.
00:28So we've got our exercise file loaded, now let's do some painting on it.
00:33Let's go into the Layers tab and make sure that we've got Paint activated.
00:38Now let's make a new layer by clicking on this icon.
00:41So there's a few settings to go over, first is the Name.
00:45You can simply put in whatever makes sense to you. I'm going to call it color.
00:49Now for the Size is basically whatever you need it to be. If you need a really
00:53high-resolution image, then you probably want to go for a 4K map.
00:57Usually 2K works good for most situations, so I'm just going to leave it on that as default.
01:02As for Save As there are several different file formats you can choose from.
01:06Usually I like to go with TIFF, 16 bit Floating Point, that's a good middle point.
01:11If you don't know specifically what you want, this is usually a good place to go.
01:15Finally, the Channel type. This tells Mudbox how to use the painted information.
01:21Remember when we edited the Material types to make them shiny, transparent,
01:25glowing, and so on?
01:26Well, these channels let you paint those kinds of properties onto the model.
01:30The great thing about this is that instead of the whole model having the
01:35same properties, you can selectively paint some areas more shiny than others, for example.
01:40I'll get deeper into Channels later in the course.
01:43For now let's just pick Diffuse which simply means color, and let's click OK.
01:49So now what we have is a layer that we can paint into. Let's do some painting so
01:53that we have something to see.
01:54Let's go under the Paint tools tab, pick the Paint Brush, and let's set a Color
02:00here and just go ahead and start painting.
02:07You can control Paint layers much like Sculpt layer.
02:10So for example, you could hide them, you could lock them so you couldn't
02:14accidentally edit them, and you can change their Opacity.
02:18We'll get into layers and channels much more deeply later on.
02:23For now I just wanted to show enough to get started painting.
02:27You'll find that layers are very useful and allow you to create all kinds of
02:31effects that would be very difficult to make by painting by hand.
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Using basic painting tools
00:00Painting tools in Mudbox are kind of like Sculpting tools, but instead of
00:04altering the shape of the mesh, Painting tools apply color, texture, and other
00:08surface qualities to the model.
00:10It's used in combination with channels, and paint layers to create a wide
00:14variety of effects.
00:15Although a lot of the tool settings are the same as Sculpt tool settings, there
00:19are a few differences to look out for.
00:21So let's make sure we've got the Paint tools tab open and the Paint Brush
00:25selected so we can see its attributes here. The first property is, of course, its Color.
00:31You can just simply click on that and get this Color Swatch where you can
00:34change the color any way you want.
00:37Other than that, the Paint Brush properties are just like Sculpting properties.
00:39There is Size, Intensity, Stamps, Mirroring, and so on--except for one weird thing.
00:47With the Sculpt tools, you can flood the model and cover the whole thing with a
00:51single application of the tools.
00:53However, with the Paint tools, the Flood will only fill the parts of the model
00:57that are visible on screen. Let me show you what that I mean.
01:01In Sculpt tools, let me show you, it has the Flood button.
01:05In Paint tools, Paint Brush has Flood From Camera.
01:10So let's see what this does. I just flooded the model with the active color.
01:15Now, let's rotate around.
01:16You can see that any part of the model that wasn't visible to the camera wasn't
01:21affected by that flood.
01:22I'm really not sure why Mudbox does this, because it would be very useful to
01:27flood the entire model rather than just the part that I can see.
01:31There is a way around this, however.
01:33If you want to fill a layer with a solid color, you don't have to keep flooding
01:37from all angles or manually paint the whole thing.
01:40You can flatten to UV view, so go up to Mesh, and Flatten to UV Space.
01:45Let's just rotate so we can see this more clearly.
01:48Okay, so now we can see the UVs with all the painting that we've done to it ,and
01:52of course some of it is painted pink like we flooded and some of it isn't.
01:57If we flood from camera now, it's going to fill the whole thing with the same color.
02:02That's because when we view the model in Flatten UV Space, we're
02:06seeing everything at once.
02:08Now we can go back to Mesh and Unflatten from UV Space, and now the entire
02:12model is covered with the same color.
02:15Hopefully, future versions of Mudbox are going to fix that so you can flood the
02:19entire model at once without having to go look at it in Flatten UV mode.
02:22Let's look at some of the other Painting tools. There's the Airbrush, and there's the Pencil.
02:28They're pretty much the same thing as Paint Brush except Airbrush has a lot
02:32softer affect, and Pencil is a very small sharp brush, but you can really get
02:38the same effects just by playing with the Size and the Strength.
02:41So I don't usually ever pick these tools, I just modify the Paint Brush if I
02:45need that kind of an effect.
02:46Let me just make some marks with the Pencil so that we have something to look at
02:51when we use the Blur tool next.
02:53I'm just going to zoom in here and make this brush a little bit larger.
02:57Just make some marks. All right! Let's look at the Blur tool.
03:04This is kind of like Smooth except instead of smoothing the geometry of the
03:08model, it smoothes the paint.
03:10You can see here, it's really blurring that out.
03:13If you don't want quite such a strong effect, you can decrease the Blur
03:18Strength, and you can see it's now blurring not quite so harshly.
03:25Also, similarly to the Smooth tool, you can access Blur by holding down Shift
03:30when you've got any of the other Paint tools active.
03:33So right now, I've got the Paint Brush.
03:35Let me just change the color here, make it easier to see.
03:37Now, I just hold down Shift, and I switch into Smooth mode or to Blur mode.
03:45Now, let's see what the Eyedropper does.
03:48This is used for picking colors directly off the model.
03:51So if I click over here, you can see that the active color switches to wherever I clicked.
03:56This is useful if you want to paint with an exact color that's already used.
04:00So instead of trying to find that color manually, you can just click on the
04:04model and make that color used by the Paint Brush.
04:07And finally, let's look at Paint Erase.
04:13This simply removes any painting and restores the color that is the default
04:17color of the material.
04:21You'll probably find that painting in Mudbox is just like painting in any other
04:252D painting program, like Photoshop.
04:28The only difference being that you're painting on a 3D object rather than on a flat surface.
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Using adjustment painting tools
00:00Moving beyond the basic Painting tools are a set of brushes that can affect any
00:04color or texture that's already painted.
00:07These Adjustment tools are useful for tuning and tweaking existing color.
00:12So, what we have here is a model with some color painted onto it.
00:16We can use the Adjustment Painting tools to get a few interesting effects.
00:20If you're used to Photoshop or most any other digital painting program, these
00:24should seem fairly familiar to you. First, let's look at Dodge.
00:30Dodge simply lightens any colors that you painted on, pretty straightforward.
00:37And then there is Burn, which does exactly the opposite, darkens all colors.
00:42Now, if you hold down Ctrl while using Burn, it actually turns into Dodge.
00:48And vice-versa with Dodge, if you hold down Ctrl, it turns into Burn.
00:53So for that reason, I usually don't like to use both of these buttons.
00:57I want to scoot Dodge out of the way, down to the end, so I can just use Burn.
01:03Okay, let's look at Contrast. I am going to make my brush a little bit bigger.
01:07So Contrast will make light colors even lighter and dark colors even darker.
01:16If you hold down Ctrl while you use this, dark colors are going to get lighter and
01:20light colors will get darker until they reach kind of a mid-tone gray. All right!
01:27Moving down to Sponge. Sponge will remove saturation from any colors, making them turn gray.
01:34If you hold down Ctrl while you use Sponge, it's actually going to add
01:38saturation, make colors more vibrant. Let's go down to Hue now.
01:43Hue will paint with the color that you choose, but it will leave saturation and brightness the same.
01:48So if you paint with this, everything is going to turn red or the active color,
01:54but it will stay the same brightness or saturation.
02:00Finally, in this movie, let's look at Invert.
02:02This simply makes the color turn to the opposite, so dark red will turn to light blue and so on.
02:12These tools come in handy when you've painted some colors and texture that you
02:16like, but then you realize you want to change it just a bit, whether a little
02:20darker or lighter, redder or bluer, stronger or softer, you can use these
02:25tools to make those adjustments rather than repainting details just because they're slightly off.
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Painting with the advanced tools
00:00So far we've seen how you can use the Paint tools to paint and adjust colors by hand.
00:05With the more advanced tools we can paint all the detail of a photograph
00:09directly onto a model, copy detail from one part of a model to another, and use
00:14the texture of a model itself to control how paint is applied.
00:18These tools are great timesavers, because without them you'd have to
00:22meticulously paint a lot of these textures by hand.
00:24Let's see how they work.
00:25So, we've got our wartortoise exercise file open.
00:28There is one other exercise file I want to look at really fast.
00:35We have this tortoise shell image that we're going to use as a stencil, and we
00:39need to get this copied into the Mudbox Stencils folder.
00:42If you need a refresher on how to do that, please check out the movie in the
00:46introduction chapter on how to work with Mudbox's file structure.
00:50I'm just going to hit Ctrl+C, or Command+C to copy it, and let's go into
00:55Documents > Mudbox, our version number, data > Stencils and just paste this in back to Mudbox.
01:05We're going to be using the Projection tool first.
01:09Now, this little pop-up tells us that it works with stencil.
01:12So let's load in that stencil, pick the tortoise shell, and hit Open.
01:19Now it should add it to the end of the list. There it is! All right!
01:23Let's just activate this.
01:25So, we can use this just like we did with stencils before.
01:28If you want to adjust the position of it, you hold down S, and you can just
01:32click and drag to rotate, and holding down S, and using the middle-button will
01:37move it around and S with the right button will shrink it or grow it.
01:44Let's get the model positioned.
01:45I just want to zoom in here on the back, and now we can use the stencil
01:52controls, holding down S to position the stencil over the model.
01:59Now, let's just start painting with it.
02:02One thing you might notice is that it's a lot darker than the photograph was,
02:06and this is because earlier in the course we changed the Offset from 0 to 0.54.
02:13That works fine if you're sculpting with stencils, but if you're painting with
02:17them, it tends to darken the image.
02:19So I want to just take this all the way back to 0.
02:23Now, let's see what happens if we paint. Yeah, this is much better.
02:27Now, it's painting much more accurately to the information that's in the photograph.
02:35Now, I could spend some time painting the rest of this model, but let's skip ahead to the next tool.
02:40Go ahead and hit Q to get out of Stencil mode. Let's look at the Clone tool.
02:47This works just like the Clone tool in Photoshop, copying texture information
02:51from one part of the model to another.
02:54So let's actually copy some of this texture that we just used with the
02:57projection onto other parts of the shell.
03:01With the Clone tool active, you simply hit Ctrl and click, and now you just
03:07start painting from somewhere else, and it clones from where you clicked right
03:13onto the painting location.
03:15Let's try it again from this spot, Ctrl-click, and paint.
03:23So it might take a few tries to get all the spots covered.
03:27But this sure is a lot more useful than trying to paint all this by hand.
03:31I am going to subdivide the model a couple of times, we already have a couple
03:36subdivision levels in this model.
03:38So I just want to bring out some detail for the next tool that we're going to
03:43use, which is Dry Brush.
03:44This tool takes into account the surface of the model as it paints.
03:47A dry brush in real-world painting applies paint only to the raised parts of a surface.
03:52The result is that the paint takes on the texture of a canvas, for example.
03:56So let's select a color to use here.
03:59Sure that light beige color works fine, and let's come up here to these scales
04:06on the leg and just paint with this.
04:08So you can see it's painting on the raised parts and not really painting in the recessed areas.
04:16I'm actually going to decrease the strength of this a little bit, because it
04:19seemed to be a little overpowering.
04:23There, now you kind of get the sense that it's painting more on the protruding
04:28parts and not painting underneath the overhang.
04:32This is useful because a lot of the color that you may want to paint will need
04:36to relate to the surface of detail of the mode. For example, the recessed
04:40portions of the tortoise skin might be a different color than the bumpy parts.
04:45Rather than meticulously painting those color differences by hand, you can use
04:48the Dry Brush to automatically paint on only the raised parts of the surface.
04:54By holding down Ctrl as you brush, the tool will switch to only affect the sunken in parts.
04:59So let's see how that works.
05:07There, so it painted on the sunken areas and mostly left the raised areas alone.
05:11Getting used to these tools should really save you time when it comes to
05:14painting, especially when what you want to paint can be found in photographs or
05:18is intricately related to the sculpted detail.
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Editing stencils
00:00We've used Stencils a few times already to project photographic detail
00:04directly onto the model.
00:06But what if there's something about the photograph that isn't quite right?
00:09Maybe the colors aren't quite what you want or the shape doesn't fit the model.
00:13You could edit the photo in some other program and bring it back into Mudbox,
00:17but that would be time-consuming.
00:18Luckily, we can use Mudbox's Paint and Sculpt tools directly on 2D Stencils
00:23before projecting them onto the 3D model.
00:26So, we've got our exercise file open, now we need to get the photograph placed in the Mudbox Stencils tool.
00:33Let's go to our Windows Explorer and to our Exercise Files > Chapter 4 > Editing
00:39Stencils, and let's get the face file, and I'm just going to copy that, and
00:45let's place it in the Mudbox Stencils folder.
00:48If you're having trouble finding where it is, please refer back to the movie in
00:52the introduction chapter about how Mudbox's file structure works.
00:57I am just going to paste it in there. Back to Mudbox.
01:01Let's get that Stencil loaded up, Add Stencil > face > Open, and let's make sure
01:08it's in here, at the very end, great! Let's go ahead and click on that to activate it.
01:12Now we're going to want to paint it with a projection.
01:15So let's go over it and activate the Projection tool, and let's try to line up
01:20the model with the photograph.
01:23So I'm just going to position the model here in the center, and then just
01:28refresh here, hold down S to control the stencil, and I just want to get the
01:33eyes lined up first. Maybe I'll rotate it a little bit.
01:39Once I get the eyes in place, then I can fit the rest of the face around it. Pretty good!
01:46The eyes are looking good, but the nose and the mouth aren't quite lining up right.
01:50So we can edit the stencil to fix that. Let's go up to Edit > Edit Stencil.
01:55Now, one thing you might notice is sometimes a model will turn blue.
01:59That's because Mudbox will unload textures sometimes from the model to save memory, so
02:04you don't need to worry about that, though.
02:06So, when we're in Edit Stencil mode, this little window will pop up, and you can
02:11change the Stencil view display.
02:13So by default, it's on this one which is kind of like Gray, Transparent,
02:17Black and White mode.
02:18You can also set it to a Color Transparent mode or a Color Fully Opaque mode.
02:24Let's set it to Color and Semi Transparent so that we can line up the features
02:28of the face with the features of the photograph.
02:30We can use the Grab sculpt tool to push around the model.
02:34I'm just going to raise up this thing right here, so I can see all the
02:38tools more clearly. Let's click Grab.
02:41Now, if you've ever used the Liquify tool in Photoshop, you'll find this is very similar.
02:45I'm just grabbing the photograph and pushing it around so that it lines up with the model.
02:53Let's see if we can get the nose a little bit more lined up here.
02:57I just want to get the jaw line lined up here.
03:05And one thing I might want to do is shrink the brush a little bit, so I get a
03:09little bit more fine-tuned detail. I'm trying to line up the nose.
03:12I could spend a little bit longer on this, but for demonstration purposes, this
03:18should be good enough.
03:19Something else I can do is go into Full Opacity mode, and now I can start
03:23editing some of the colors with the Paint tools.
03:26So you could paint right on this just as if it were Photoshop or some other 2D editing program.
03:31Here is one tool that's kind of fun, it's Hue Shift.
03:34With Hue Shift it's going to shift all of the hues in the photograph either
03:39clockwise or counterclockwise around the color spectrum, so you can kind of give
03:45this photo here some alien-looking green skin if you wanted to do that.
03:49You could take this into Photoshop and do the same thing, but you can do this right here in Mudbox.
03:55So this is really a great timesaver. So let's say that's what I want.
04:00When you're done editing the Stencil, go ahead and click on Done.
04:02Now we drop right back into Regular Stencil mode.
04:05Go into Projection and just start painting this photograph right on to the model.
04:11Now, you can see some things still didn't quite line up, but if I were going to
04:15spend more time on it, I'd make sure everything was lining up really nice.
04:18But for demonstration purposes, this should be good enough.
04:22Let's take a look around. I am going to hit Q to turn off the Stencil.
04:26We can just look at this from different angles.
04:29Now of course, what you might want to do is get photographs from various
04:30different angles of a face so that you could come to the side, load up a
04:33stencil of the side of the face, and do the same thing.
04:38Editing Stencils in Mudbox is a handy way of modifying them so that you can
04:43project exactly what you want onto your model.
04:45It's also a convenient alternative to using some external program, especially if
04:48you need to be able to see the model through the stencil so that you can make sure everything lines up.
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Working with paint layers
00:00Now that we know the basics of painting and creating paint layers, let's see
00:04what they can really do.
00:06Paint layers in Mudbox allow us to experiment with texture variations and to
00:09combine effects in fast and powerful ways.
00:13Let's take a look at the Paint layers of our wartortoise exercise file.
00:16Make sure you have got the Paints tab active, and you will notice we have just
00:20got one paint layer in here, a Color layer.
00:23Let's add another layer by clicking on the Add Layer button.
00:26Everything looks good. We want it to be a Diffuse layer as well, and click OK.
00:30Let's use this layer to experiment with alternative designs without messing up a
00:34nice paint job that we already have.
00:36I want to double-click on the layer name just so I can give it a new name.
00:43Now I will use this layer to paint some dirt and mud onto his feet.
00:46You can go into the Paint tools, get the Paint Brush, and I just want to
00:53get kind of dirty muddy color.
00:58Let's go ahead and paint on some mud onto his feet.
01:04I am going to hit G to turn off the grid just to make it easier to see just
01:10something quick and dirty.
01:15All right, good enough for demonstration purposes.
01:17With that done, let's see what cool things we can do with this layer.
01:20You can of course hide it, and you could change its opacity, or it's strength.
01:25You have also got access to the same layer blending modes that you can find in
01:31almost all other image editing programs.
01:32So you could come up here to this little bar where it says Normal, and you
01:37have got all the same blending modes that you've got in Photoshop, After Effects, programs like that.
01:42So you could switch the blending mode to Multiply, for example.
01:47One thing you can do is just click on the name itself and then use your arrow
01:50keys to go up and down through the different blending modes.
01:54So you can get a quick sense of what they all do.
01:57Okay, so I am going to go up to Hard Light. I kind of like the effect that, that
02:01gives, and now if you don't know what these blending modes do, they are covered
02:05very thoroughly in other lynda.com courses on Photoshop, so I will just leaving
02:09them at that for now. Now let's look at masks.
02:12Let's click on this little Mask icon.
02:14Masks let you paint out areas of a layer that should be hidden.
02:18So with the mask on the Dirt layer, we can get more control over how the dirt is
02:22covering the base layer. Masks are based on color values.
02:25So the Hue and Saturation of the color don't matter.
02:28So I am just going to paint into a mask with the paintbrush, and let's get kind
02:32of a medium gray color. So if we paint with this, we are kind of just painting
02:38away at that experiment layer with the mask. We are just kind of covering it up.
02:46If you get a white color, it's going to bring the mask back to full intensity,
02:55and if we go into a really dark color, like black, it's basically going to hide
03:00everything that's on that layer. The mask is going to cover it up.
03:03We could combine this effect with the Dry Brush, for example.
03:06Let's see what happens. We will go into Dry Brush. I am going to get a dark
03:12color here. Let's go around to this other side.
03:16So now you see while I am brushing with the Dry Brush, it's brushing away the
03:21dirt from the parts of the model that are more exposed, like the scales where
03:25they are protruding more, and it's living the dirt behind in the crevices, which
03:28might be something that would happen naturally.
03:32This could simulate the effect of dust settling in the cracks between the scales
03:36but getting rubbed off in more exposed areas. Now all the dirt that we made is still there.
03:41If we hide the mask, you can see all the dirt is still there.
03:45One last thing I want to do here is merge the dirt with the base so that it's all one layer.
03:50If you are done with the layer, and you know you will never need to edit it
03:54again, you can collapse them together.
03:56To collapse layers together, go ahead and right-click on one and go down to Merge Visible.
04:02Now it's all one paint layer again. Paint layers can be used in so many ways.
04:07They are great for testing out painting variations or for making changes without
04:11ruining the paint that you already have. I use them all the time.
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Texturing with Ptex
00:00The texturing work that we've done so far has all been done on models with UVs laid out.
00:05Using UVs for texturing is one of the oldest and most ubiquitous 3D technologies out there.
00:11But there's a new kid in town named PTEX, and he is going to revolutionize how
00:143D models get textured.
00:17The technology is still a little bit experimental and isn't fully supported in
00:21most other 3D programs.
00:22Luckily you can convert PTEX textures to UV textures after you make them and vice-versa.
00:29The future looks like it's going in the PTEX direction, so it's probably a good
00:33idea to learn how it works. So let's get to it.
00:36You can set up a model for PTEX before texturing or convert a UV textured model to PTEX.
00:41It's the same process either way.
00:43So for this demonstration, I will use this model that already has painting with UVs.
00:47Just to confirm that that's the case. Let's go to UV view, and I will show
00:52you, yes, definitely. There are UVs laid out. Now let's covert the UVs to PTEX.
00:57Let's go up to Mesh and click PTEX Setup.
01:01Now one thing you want to do is make sure you are on the lowest subdivision
01:04level before you use this, so I am just going to hit Shift+D a couple of times,
01:09'til we are at the lowest level.
01:11Okay, let's try that again. Mesh > PTEX Setup.
01:13So this is just letting us know that the model already has painting with UVs, so
01:18we want to convert the painting to PTEX layers, and this is just letting us know
01:23that the operation is not undoable, and it will convert the textures after we
01:28are done setting it up.
01:30So Mudbox has this little pop-up that helps guide you through the process of
01:33setting a PTEX, but I'm going to go ahead and show you how that works, so go
01:38ahead and hit Close. Now let's zoom in here on the model.
01:41So this is showing you the resolution that you are going to get from PTEX, so
01:44you can kind of see it's slightly pixilated, a little bit blurry here, if you
01:48zoom in really close.
01:49So you want to have a sense of how sharp you need your textures to be.
01:53What kind of resolution you want.
01:55So I usually just kind of zoom in, and I'll hit Increase to increase the
02:00resolution until I get a density that I want.
02:04You can always increase or decrease layers, so it's really not that important to
02:08lock it in right now, but it will also show you what this resolution is roughly
02:13equivalent to in UV-based textures, so this would be about 2300 pixels on either
02:20side on a texture. So if you want a really high-resolution image, you could keep
02:26going up and up, but it's going to also use more system resources.
02:30So usually about in the range of 2000 to 3000 equivalency, or 5 million texels is about good.
02:36When you are done, go ahead and click Done.
02:39Now Mudbox is thinking about how to convert the UV-based textures to PTEX.
02:43This could take anywhere from a few seconds to a few minutes depending on how complex your model is.
02:48This might be a good time to explain exactly what PTEX is.
02:51PTEX breaks up each polygon of the model and sort of gives it its own texture map.
02:56This is similar to the way that Mudbox creates UVs by tiling each polygon separately.
03:01However, PTEX does this much more efficiently and with some added capabilities.
03:06Let's zoom out and see what we have got.
03:09So the model isn't really going to look much different.
03:12Go ahead and hit D a few times to subdivide a model.
03:15It's really going to look exactly the same as it did before, and here is one of
03:19the big advantages of PTEX.
03:20You can assign different resolutions to different polygons.
03:24So for example, if you have a character whose body is covered with clothing in
03:27some areas, you could give a very low density to those parts and save the high-
03:32resolutions textures for the parts that will be seen.
03:35Let's see how you do that.
03:36I am going to go ahead and zoom in on the face, and let's go down some
03:41subdivision levels, back down to the lowest, and let's say I want extra high
03:46texture detail on the face, so what we could do is go into our Select Tools, go to Faces.
03:52I am just going to grab the Lasso Select tool here and make a selection around the head.
03:58Now let's go into Mesh PTEX Setup, and now we can create a different resolution
04:05just for those selected faces.
04:07So let's zoom in right here on the border so we can see the difference.
04:11I am going to hit Increase, so you can see we are only increasing the
04:15resolution on the head.
04:16It's still kind of blurry and pixilated here, and it's getting much sharper here.
04:20Go ahead and click Done. So it finished that.
04:22Let's zoom out. I am going to hit Ctrl+Shift+A to deselect everything.
04:28Now let's see what happens when we paint.
04:30We can go to the Paint tool, get Paint Brush, let's shrink the size down a little bit.
04:35I am just going to paint across that line, so you notice where we increase the
04:40Texture Resolution. We are getting a much sharper amount of detail here, and
04:45then across that border it's little bit blurrier.
04:49So this can really help you when you're trying to conserve memory and place only
04:54the high-resolution textures where you really need it.
04:58So for the time being, I still use UV- based textures because they're guaranteed
05:02to be compatible with other programs.
05:04However, as PTEX technology matures, it's going to become much more of a
05:09standard for texturing 3D models.
05:11It's main benefits either you can use PTEX to start texturing even if you don't
05:15have UVs laid out yet, and you can also have different resolutions for
05:18different parts of the model.
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5. Using Texture Channels
Understanding texture channels
00:00So we've seen how to paint color into paint layers, but that's just the beginning.
00:05One of the most powerful features of Mudbox is the ability to paint other
00:09channels besides just color.
00:11Just a few years ago, if you wanted to paint things like transparency,
00:14glossiness, bump glow, and so forth, you had to paint black and white maps in
00:19Photoshop and just hope that looked right when you loaded it into a 3D program.
00:24That process was slow and involved a lot of guesswork.
00:27Now you can paint those attributes directly onto the model and see exactly what
00:31they're going to look like without any guesswork and without loading and
00:35reloading maps over and over again into a separate program.
00:38So let's go down to it. So we have got our exercise file open.
00:42Let's go and make a New Paint layer.
00:44Instead of choosing Diffuse like we have done with painting color, let's pick Specular.
00:50Specular is a fancy way of saying Highlight. It's the appearance of light
00:54bouncing off the surface.
00:56The color that you paint into the Specular Channel is the color of the highlight.
01:00So right now, the color is set to Black. Let's see what happens when we paint with that.
01:05Black will mean no highlight at all, so it's going to make the surface look dull and matte.
01:10You can see as I rotate the camera around, wherever I painted it there is no highlight.
01:17Now let's see what happens if I paint with a more bright color.
01:21Pick an orange here. Now the highlight takes on that orange appearance.
01:28Let me show you something really funny you can do with this.
01:34I am going to go to Hue Shift tool, and I am just going to randomly paint a
01:39bunch of stroke shifting the Hue around, kind of making a rainbow of colors
01:43across the face, and this is painting only into the specularity, so it's the
01:48highlight color that's changing. That's good enough for now.
01:52So notice as you move the camera around, you are getting this really pretty
01:56shimmering highlights, kind of simulates the effects of mother-of-pearl, perhaps.
02:01Now let's make another channel. I am going to pick Gloss this time, and OK.
02:07Gloss is another attribute of highlights.
02:09It defines how dull or polished this surface will look.
02:12In this channel the color doesn't matter, it's just the brightness or darkness
02:15of color that affects the gloss.
02:18So I am going to get the Paint Brush, and let's get a really dark color.
02:22So if you paint with this, the surface is going to look pretty dull.
02:31If you get a bright color, like a white, now you can see that the highlights are
02:35getting really sharp, just kind of making this surface look polished or wet.
02:42Now let's make an Incandescence channel. Let's make a new channel and Incandescence.
02:48This is how you make things look like they are glowing. I am going to get a
02:52red color, and let's bring the strength down a little bit. I am going to paint on the ears.
02:58This is going to stimulate the appearance of light scattering through the skin.
03:04It's faking the look of subsurface scattering.
03:09You could also make a fun Rudolph The Red-Nosed Reindeer effect, or maybe ET's
03:13glowing fingers with Incandescence. Now let's make an Opacity channel.
03:24Like Gloss, this channel only looks at the lightness or darkness of the color
03:28that you paint with.
03:29So let's get a black, and let's increase the Strength a little bit so we can see more of pronounced effect.
03:37Wherever you paint a dark color into the Opacity channel, it's going to turn
03:43the model transparent.
03:44Now you may be wondering why we are seeing through the model all the way through
03:49the back of the head, and that's because by default, Mudbox only shows the
03:53front of every surface. It's not showing the backside or the inside.
03:57If this is confusing, and you want to see the inside, you can go up to Display
04:01and turn on the Show Both Sides.
04:04Now this might not be exactly what you want because the inside is going to be
04:08seen as totally black.
04:11So I usually don't like to have that on. I usually keep that off.
04:18But you can see as you are painting with Opacity here, you can make a really
04:22nice, perhaps, an insect wing effects where you have that colored highlight
04:27along with that transparency, looks really fun.
04:31So painting texture channels is one of the most powerful features of Mudbox.
04:36The ability to paint these attributes directly onto the model and see exactly
04:40what they're going to look like is invaluable for texture mapping work.
04:44I'll go more into depth with some of the other channels later in this chapter,
04:48but for now I just wanted to introduce some of the cool things you can do with channels.
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Painting bump maps
00:00The ability to paint bump maps is really one of the hidden gems of Mudbox.
00:05You may think that that's redundant, like why would I want to paint a bump map
00:09that simulates surface detail when I'm in a sculpting program that lets me
00:13actually sculpt that detail physically?
00:16Well, there's one really good reason, and that's because to sculpt really fine
00:20detailed texture, you would have to subdivide a model to maybe well over
00:2510 million polygons in some cases.
00:28This becomes a problem because all those polygons eat up hard drive space,
00:32memory, and also take a lot more processor power to compute.
00:36The result is that Mudbox could get bogged down.
00:39The solution is to paint that detail with a bump map instead, because Texture
00:43Maps are much more memory efficient than polygons.
00:46Let's jump in and see how this works. Let's open up the Basic Head.
00:50I am going to make a new texture channel here, and let's set it to Bump Map, and
00:56I am also going to make the Size fairly large, 4000, and let's also save it as a
01:02TIFF, 16 bit Floating Point, and OK.
01:06Bump Maps are grayscale images, so wherever you paint with white it will bump
01:11up and wherever you paint with black it will push in.
01:14Let me demonstrate.
01:15We will get the Paint Brush activated here, and I am just going to zoom in close.
01:21Let's shrink the brush a little bit, and let's see what happens.
01:27So I am painting with black, and it's pushing in. We could go over here and
01:31paint with white, and notice it's going to bump up.
01:35If I paint with a neutral gray, watch what happens.
01:40It's kind of like we are treating everything back to its neutral point.
01:45Let me just undo that to demonstrate something.
01:50Mudbox is displaying the shades of gray that we paint as bump, but sometimes it
01:55can be helpful to look at the actual colors rather than the effect.
01:59To do this, right-click on the layer and pick Solo As Diffuse.
02:05What this is doing is showing us the texture channel with its raw color
02:09information before it gets interpreted as bump.
02:12With this mode on, notice that the Visibility icon turns yellow.
02:17This means that we are in Solo As Diffuse mode.
02:21Looking at the model, you can see the painting and the shades of gray, but
02:24there's also this checkerboard pattern.
02:26This means that the layer is empty in those areas.
02:29All new paint layers start out being transparent, or empty of paint.
02:34Before we really get to work with painting bump maps, we should fill the whole
02:37thing with a neutral gray.
02:38We can either paint the whole thing manually with the big brush or flatten to
02:43UVs base, and then Flood From Camera.
02:44So I am just going to zoom out a little bit here and just get a big brush and
02:52just paint the whole thing gray.
02:56Let's turn off this Solo as Diffuse mode and then right click on the layer and
03:01come down to Unsolo. Now let's paint some bump.
03:05You can use most any of the painting tools to do it, and for the most part it
03:08behaves just like sculpting.
03:10So I am just going to grab a white color here. Let's zoom in and shrink the
03:16Brush Size a bit, and here you can just paint with bump, and it feels just like
03:21sculpting for the most part. You can hold down Ctrl as you are then going to
03:25invert to the opposite color. So it behaves very much like sculpting.
03:30There are a few differences, however.
03:32Remember that you're painting with shades of gray, so since I'm painting with
03:36whites, for example, right now once the bump channel is filled with white, it
03:41won't go any higher.
03:43I am trying to click and paint right here, but it's already white, so it's already at maximum bump.
03:48Bump isn't meant for sculpting large-volume changes.
03:51It's best for fine surface detail.
03:53Now let's turn on the wireframe, Shift+F. Notice how the bump map is independent
04:00of the Mesh Density.
04:02This is great because you can now sculpt fine details without actually having to
04:05subdivide the mesh so much.
04:07So you can see I have shrunk my brush way down, and I can still sculpt very fine
04:14details even though the mesh is nowhere close to the density. I would need to
04:19sculpt this type of detail directly onto the mesh.
04:21Let me just make a couple more strokes here.
04:26So now let's subdivide the model a couple of times and actually do some
04:29sculpting on this model to compare bump sculpting with real sculpting.
04:34We've got 2 million polygons now.
04:38I am going to hit Shift+F to turn off the wireframe, and now let's go on to
04:43Sculpt tools, and I will gray Wax here, and let's see what happens.
04:47So if I am sculpting with wax--actually that's really too much strength, and let me
04:51bring that Strength down, and maybe a little bit higher.
04:58Okay, so that's almost the same effect.
05:01So I am going to zoom in, and notice how when we move the camera to the side, you
05:06can see that the sculpting we did with wax is actually deforming the surface,
05:11whereas the bump you can see--if we look at it from a very oblique angle--you
05:16can see it's not actually changing the surface of the model, whereas sculpting
05:21with wax can actually let me sculpt up rather than pushing in. You can see it is
05:26actually changing the surface of the model.
05:30One last thing I want to mention is that when you paint with bump over a UV
05:34seam, it can look broken or disjointed. Let me show you what I mean.
05:37Let me go to the Paint Brush, and this model has a UV seam along the top of the head
05:43Let's see if we can find that. Okay, here it is.
05:48So you see this line right through here? That's where there is a UV seam on the model.
05:54Okay, we found another one right here.
05:56When you are painting in Mudbox with the bump map, you might see these
06:01lined along the UV seams. Don't worry it's just a Mudbox glitch.
06:06If you export the map to another program, the bump will display without any seams visible.
06:11So painting bump maps can save you a lot of headache when sculpting fine
06:15details, because you don't actually have to have a super-dense mesh just to get super-fine details.
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Making the most of texture channels
00:00Now that we've got the basics of paint layers and texture channels understood, I
00:04want to do a fun mini project that really ties all of the stuff together with a
00:09few tips and tricks thrown in.
00:11Texture channels and paint layers are really so versatile that it can be
00:15overwhelming and hard to see how they can really be put to use.
00:19So, for this video, I want to demonstrate how all of this can actually be used in a real project.
00:24We're going to make a Venetian mask on the Basic head.
00:27Now let's go ahead and make a new diffuse layer. Okay, it looks good, and what I
00:35want to do is fill this with black. It might not make a lot of sense at first,
00:39but you'll see where I'm going with this layer.
00:42You get the paint brush with a nice big size on it, and it's going to color
00:48black, and I am just going to paint over the whole thing.
00:58Okay, great. I am going to hit G to turn off the grid. It's just kind of annoying.
01:03Now I'm going to pick the color White, and I want to paint where I want a
01:08Venetian mask to be, so let me just zoom in here.
01:11I am going to shrink my brush down a little bit, and just wherever you feel like
01:15you want to paint this mask, and we might skip ahead a little bit too.
01:20This might take a little bit more time. It's kind of boring to watch someone else just paint something.
01:25I'm just cutting out the eyes Right now, by holding down Ctrl, so I get the
01:29opposite color, and I am going to turn on Symmetry as well, so I could get two
01:33perfectly symmetrical eyes. I am going to turn off the Mirroring.
01:38Okay, so we skipped ahead through some of that tedious painting, and we've got
01:42kind of a mask design here on the face now. Let's rename this paint layer maskshape.
01:47I'm just going to double-click on it and type in maskshape.
01:53Now the border of the mask shape is a little bit blurry, and I want to make it
01:57sharper so that the mask feels more separate from the face.
02:00So I'm going to right-click on the layer, and go down to Adjust Color.
02:04This gives you controls over the Hue, Saturation, and Value of the layer.
02:08We want to use the curves to give the layer more contrast.
02:12So I'm just going to slide this other way, and let's see, you could drag some of
02:17these curves around, similar to curves in Photoshop, and it lets us have a lot
02:22more contrast in this Paint layer.
02:24This will force most of the light values to white and most of the dark values to
02:27black, resulting in more contrast. Go ahead and click OK.
02:31With that done, let's make a new diffuse layer for the actual color of the mask,
02:37and we don't actually need it to be so high resolution, so I'm actually going to change this to 512.
02:42Now what I want to do is I want to turn this black and white painting that we
02:47did into a mask for the Paint layer, so I'm just going to click and drag on
02:53the Mask Shape and drag it on top of the Paint layer so it turns yellow and release.
02:57Now the mask shape that we made is a mask for this paint layer.
03:01So in this Paint layer now, we could pick a gold color. For example, we could
03:05make a gold mask, great, and let's make the brush little bit bigger and just
03:11start simply painting gold into this paint layer.
03:15Now since we're using the black and white painting that we did before as a mask,
03:21the painting with gold that we're doing is only being applied where that
03:25mask was painted white.
03:28Now the mask should have some thickness. It should come off of the face a little
03:32bit, so let's make a bump channel. We'll go and make new channel, set it to Bump,
03:40sounds good. It doesn't matter the size, because we're actually going to copying
03:43this mask shape into the bump channel.
03:45Now you could go and paint a bump map so that it lines up with the color, but
03:50that would be a lot of work, and it would be really tedious to get exactly the same
03:54shape painted for the bump as we currently have for the mask color, so let's
03:58just right click on the maskshape and go to Duplicate Selected, and now let's
04:03drag this down into the bump map channel.
04:07So let's take a look around the model and see what we get.
04:09So that bump has now made the mask look like it's ticking off of the face a
04:13little bit. We don't need the default paint layer that was made when we made
04:17this bump map channel, so we could just right click on it and Delete Selected.
04:21Now let's make the mask look reflective like real gold. We're going to edit the material properties.
04:28So let's go into the Object List and select the Default Material that's on our object right now.
04:32We want to make the material slightly reflective, so let's go down to Reflection
04:37Strength, and I just want to put in a very slight amount reflection, like 0.1.
04:43Now the whole material is reflective. Let's stick and look around and see what
04:47this looks like, but we want to limit that reflectivity to just the mask, so
04:52let's go back to our Paint layers.
04:54I am going to make a new channel, and let's set it to Reflection Mask and click OK.
05:01Now let's duplicate that mask again, and let's drag that duplicate down into the Reflection Mask.
05:12So that black and white image now is masking out where the material will be
05:17reflective and where it won't be.
05:18So since that mask is white, everywhere that the Venetian mask is the
05:24reflectivity only counts in that area, and it doesn't count everywhere at this map was painted black.
05:33Like before, we can delete this default paint layer that was created with the channel.
05:38Hopefully, this gives you some insight into the many ways in which texture
05:41channels can be manipulated and combined.
05:44You can see that it saves a lot of time to duplicate layers and move them to
05:48other channels than it would be to repaint them every time. I use channels and
05:52layers like this all the time to isolate areas of my models so that I can apply
05:56very specific effects to different areas.
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Transfering paint layers between models
00:00Transferring texture information between two objects is similar to the transfer
00:05of sculpted details that we did earlier in this course.
00:09This time, however, rather than placing the high-res details of one model onto
00:12another, we will be transferring paint layers.
00:15If two models have the same UV layout, you can just load the same textures onto two models.
00:21However, if the geometry or the UVs are different between the two models, or if
00:25one is using you UVs and the other is P text, you can use this feature to
00:30project details and textures from one model to another.
00:34So let's look at our exercise file. We've got a fairly high resolution, highly
00:38detailed keg, and there's also a low- resolution keg file. I am going to hit
00:44Shift+F just so you can see the wireframe more clearly on that.
00:48So the high resolution version is something that might be used in the film, and
00:51this low-poly version is something that might be used in a game. Let me just
00:55hide the low-poly keg version really quick.
00:57Now I want to get all of this texture detail from the high-resolution version to
01:01the low-resolution version.
01:03So the way we do that is by going up to Maps, going to Extract Texture Maps and
01:10making a new operation.
01:12Now let's turn on Transfer Paint layers. We just scroll down a little bit.
01:17So the Target model is a low-poly version that currently doesn't have any
01:21textures and the Source models are the high-resolution models.
01:26So let's pick the lowpolykeg here in our Object List. Let's make it visible
01:32first, now let's select it, and we'll Add Selected here in Extract Texture Maps.
01:38Now let's select the wood, and also I'm going to Ctrl-click the bands so that
01:46we have both the wood and these metal bands active in this operation, and
01:52let's Add Selected here.
01:54And one thing I want to do is turn off Smooth Target models.
01:57That's because if we leave this on, Mudbox is going to some fancy smoothing, but
02:02I actually want to leave the UVs of the target model the same.
02:07If you want to experiment with both ways, that's good. It's kind of hard to
02:12explain, but the result might not turn out so well if you leave this on.
02:18Okay, scrolling down further. There's different methods, there's Subdivision
02:22or there's Ray Casting. You would use Subdivision if both models were the
02:27same, so if there were different textures on two copies of the same model, you would use Subdivision.
02:32However, they're totally different models, so we're going to use Ray Casting.
02:37For most of this settings, the default works pretty well, and I am going to come
02:42down to the very bottom where we've got Extract, and let's hit that.
02:47So Mudbox is going to take a few seconds to think about it. It finished.
02:52Let's hide the original high-resolution bands and the wood, so we just have the lowpolykeg.
03:02So, let's hit Ctrl+Shift+A to unselect that, so you can see we've got all the
03:08texture information that was in that high-resolution version now on the low-poly version.
03:11Let's take a look at the Paint layers.
03:14So it transferred the bump maps and the diffuse from the
03:18high-resolution versions.
03:20Now we created these textures from two different objects.
03:23There was the wood, and there was the bands, so that's why we have two different
03:27diffuse layers here and two different bump layers. You can actually just
03:32combine them into one, so I'm just going to right-click and go to Merge Visible.
03:36Same thing up here, right-click Merge Visible.
03:38Transferring paint layers is a really useful tool, especially when you need to
03:42texture two different versions of a model.
03:45As we saw in this example, we can texture high-poly version and then transfer
03:49the paint layers to a low-poly version rather than having to re-texture the low-poly version from scratch.
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Making normal maps
00:00When working in Mudbox, it's not uncommon to have models with millions of
00:04polygons, and that's not such a big deal when working on just one model.
00:09However, when a whole scene is put together in Maya, for example, or in a
00:13video game, all those polygons would be too much for one computer to handle.
00:18The solution is often to use Normal Maps. They are like Bump Maps but higher quality.
00:23They contain detailed information about the surface detail of a high-poly model,
00:28and it can be mapped onto a low-poly model.
00:31The result is a low-poly model that looks like it has a lot more detail than it really does.
00:37This saves on memory and processing power. Let's see how to make one.
00:41So we have got our keg from the last movie, and this is the low-poly version.
00:45If we go into the ObjectList, here we can see we've got a lowpolykeg here.
00:50I can hide it, turn it back on. I'm going to hit Shift+F, turn on wireframe.
00:55It's kind of faint, but you might be able to see the low-poly wireframe there.
01:01Let's hide this, and it will show we do have still the high-poly wood here.
01:06It's going to take just a second for the textures to load. That's why the
01:10model is currently blue.
01:12Sometimes Mudbox unloads textures from memory, and then it can take a
01:16little while to load them back in, and while it's loading those in, it can
01:19turn the model blue, and then there is also the bands, turn those on.
01:25Okay, there go the textures.
01:27Okay, so here is the high-poly version, and we turn the lowpolykeg back on.
01:32Now let's get all the little shape details of the high-poly keg into a normal
01:37map for the low-poly version.
01:39I am just going to hide the lowpolykeg again really quick.
01:42You can see like there's lots of little details like cracks in the wood, and the
01:45way that the bands overlap is creating an interesting shape change here.
01:50Mudbox can calculate the shape differences between the two versions of the keg
01:54and put all that information into a normal app.
01:57So let's go up to Maps > ExtractTextureMaps and do a New Operation, and let's save
02:03this as a Normal Map, and we will do it pretty much like we just did before.
02:09I want to turn off Smooth Target models, and let's do something slightly
02:14different this time.
02:15Let's do Add All and then just remove the ones I don't want.
02:22Add All, and let's see, I only want the bands and the wood for this one, Remove.
02:34Let's see these should be fine just by default.
02:37Image Size, let's raise this up a little bit higher so we get some more detail.
02:41It's really up to your preference and from project to project, the image size
02:45could be different depending on the needs you have.
02:47I am just going to set it to a 2k map for this one, and then Map Type.
02:53If this were a PTEX image, if the model we are using PTEX, we would set this to
02:58PTEX, otherwise Texture.
02:59The low-poly keg has UVs, so we are going to use Texture.
03:03We just need to define a place to save the normal map to.
03:06So we will just open this up.
03:08I am just going to make a New Folder under Documents and call it keg, and we
03:14will just give the File name. You can really save it anywhere you want.
03:18I usually save it somewhere in the same place where I'm saving the Mudbox scene file.
03:24Let's Extract it. Looks like it finished.
03:29Go ahead and hit Ok.
03:31We can close this, and now I just need to hide the bands and the wood, and let's
03:37bring in the lowpolykeg now.
03:40So it should just take a few seconds, and we will be able to see the textures applied.
03:44Let's zoom in here. Now this is the low-poly version.
03:47Let's go to the layers and the Paint tab in here, and let's expand the NormalMap.
03:52So this is where it just placed the normal map that we created.
03:55So let's turn this on and off.
03:57So you can see with the normal map on, we have a lot more detail here, and it's
04:02still just a low-poly model.
04:03This is not a high-detailed model. It's a low-poly model with a normal map applied.
04:09So let's solo this layer as diffuse. Right-click on it and go to Solo As Diffuse.
04:15So now we can see what the normal map looks like before it gets interpreted as surface detail.
04:20The map is simply using red, green, and blue data in the image, to store
04:25information about the high-poly model surface detail.
04:29Normal maps are very commonly used in video games, where they have to conserve polygons.
04:34So instead of loading a model with 5 million polygons into a game, you can send
04:38the low-poly version with 5,000 polygons and a normal map that simulates all the high-resolution detail.
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Creating ambient occlusion maps
00:00Like normal maps, Ambient Occlusion maps are a way to reduce the amount of
00:05work that the computer has to do to display the illusion of 3D reality on
00:09your computer screen.
00:11Whereas normal maps are able to condense extreme detail into a map,
00:14Ambient occlusion or AO maps simulate the effect of self-shadowing.
00:20It can be a subtle effect in the real world, but it goes a long way in CG to
00:25help images look more real.
00:27Also, if a model has that shadow information baked into it, it saves time when
00:31rendering so that the computer doesn't have to recalculate those shadows for
00:35every frame of an animation. Let's see how it works.
00:38So we have got out bull exercise file opened up, and we make an ambient
00:42occlusion map in a very similar way to the other maps we have same made so far.
00:46Let's go up to the Maps menu > Extract Texture Maps > New Operation, and let's pick Ambient Occlusion Map.
00:54So there's only one model in the scene, so Mudbox has already included it as the
00:59standard targets and source models.
01:02It also placed the Source model in level 2 and the highest subdivision level
01:07and the Target model in lowest subdivision level.
01:11By default, you are usually going to want to be like this unless you know what
01:15you are doing, and you have some special reason why you want it to be some other way.
01:19I would recommend leaving it that way.
01:21Okay, let's go down to the Output Map, Good Quality is fine.
01:26Subdivision Method, that's good. We want to leave it on that because we are
01:31comparing two different subdivision levels within the same model.
01:34If it were two different models, we would want to use Ray Casting.
01:38The Image Size, set it to whatever resolution you need, a 1K map works fine for me for this.
01:46These Advanced features are something that if you know what you're doing you can change them.
01:51I find that they work just fine at the default settings.
01:55And the Output options, we need to give it a name.
01:58So let's call it bull-ao, and let's go ahead and Extract. Okay, it's done.
02:07Let's see what it did.
02:08It's going to place the AO map in the layers palette, here in the Diffuse channel.
02:14It doesn't have a name right now, so I am just going to double-click this and
02:17just call it ao, and it may be kind of hard to see exactly what it's doing
02:21because of the lighting situation here, so we can turn off lighting by hitting Shift+L.
02:27So now all we see is literally exactly what is in the Texture channel.
02:32Now it kind of looks like there's a light turned on because we are seeing shadows.
02:36But that's all information that's baked right into the AO map that we just created.
02:41So for example, we could turn off the AO map, and we would see just the solid
02:47color information, no shadowing, no lights. Let's go ahead and turn AO back on.
02:52We can use this AO map in lots of different ways to control how the different
02:56texture channels look.
02:58Let's change the blending mode to Multiply. This blending mode has a darkening effect.
03:03Everywhere that the map is dark, it darkens the layer below it by that much.
03:07So you can see it's blending the shadow information from the AO map with the basic color.
03:14So let's hide the AO channel really quick just to see what the difference is.
03:17Let's go ahead and turn the lights back on.
03:19I am going to hit Shift+L, and now let's make a reflection mask.
03:25So I am going to make a new channel, set it to Reflection Mask, and hit OK, and
03:31it's created it down here in the Paint channels. Let's go ahead and turn that on.
03:35Now we are not going to see anything yet, because the material of the bull is not reflective.
03:39So, let's go into our ObjectList and find the material.
03:42Here is the Default Material, scroll down in its properties, and I just want to
03:47want to make it slightly reflective.
03:49So I am going to set the Reflection Strength to 0.03.
03:52This kind of simulates a lustrous and oily coat of fur.
03:55Now Let's go back to our layers tab, and let's see what the Reflection Mask is doing.
04:02Nothing yet, because we haven't put the AO layer in there, so let's go back up
04:06to our AO map, and let's just right-click and Duplicate Selected.
04:11So now we can take this copy and bring it down into our Reflection Mask channel.
04:17All right, now let's hide and unhide this, so we can see what it's doing.
04:22So it's kind of a subtle effect, but it's masking out the reflection in the
04:27parts of the model that are in recessed areas where light would have a hard
04:30time reaching into.
04:32So this is nice subtle effect that helps with the realism of your models.
04:37Ambient Occlusion maps are really great because they create a map out of an
04:41effect that is rather time consuming to render on a frame by frame basis.
04:45They are useful for mixing with other types of maps when you want to control
04:49them based on how much light and shadow would generally fall on a surface.
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Generating displacement maps
00:00We've already looked at normal maps as one way of taking the detail of a very
00:04dense mesh and putting it in a map that can be placed on a low density mesh, and
00:09that works well in many situations. However, a normal map has some limitations.
00:14It doesn't actually change the shape of a model.
00:17The silhouette of the model will remain relatively smooth and undetailed if
00:21you use a normal map.
00:23This can be a problem if you need very high quality renders for film or for close-ups.
00:28With displacement maps, you can work with a low-poly model on your animation
00:31software, and then when you render, the software will subdivide the model and
00:36reapply all the fine details.
00:38This gets all that detail back so that shadows render more accurately and every
00:43nook and cranny will be visible in silhouette.
00:45The process for making a displacement map is very similar to what we've been
00:49doing with normal maps and such so far.
00:51Let's look at our exercise file really quickly.
00:53We've got our war tortoise on a lowest subdivision level. Let's just hit D a
00:58few times to go up our subdivision levels.
01:00Okay, so I'm just going up our subdivision levels. You can see that there's
01:06quite a bit of detail.
01:08All of the difference in detail that you see between the highest subdivision
01:11level and the lowest will be placed in a displacement map.
01:16So let's go up to Maps > Extract Texture Maps, and do a New Operation, make sure
01:20you select Displacement Map, and since there's only one object in the scene,
01:26Mudbox has already placed it in the Target and Source models. However, we need
01:30to make the Source model set to the Highest Subdivision Level.
01:35So now it's going to compare the highest subdivision level with the lowest.
01:40Let's set a few more settings here. Let's go to Ray Casting and change this to subdivision.
01:46This is because both the Target and Source are the same model, so I can just
01:51subdivide to find the difference.
01:52If there were different models, you'd want to use Ray Casting.
01:55Image Size is basically whatever you need to set it to for your project.
01:59I find maybe I want to use 2K, since there's a lot of detail, and now we can
02:07just give it a name, and call it tortoise displace.
02:12One setting here, there's Preview as Bump Map, so after the map is
02:17generated, Mudbox will replace the displacement map into a bump channel for preview purposes.
02:23Okay, looks like everything is set. Let's go to Extract.
02:30We can close this window. So we're still on the lowest subdivision level, but it
02:34looks like we've captured all of that detail in the displacement map.
02:37Just to confirm, let's go to our layers tab, and you can see it made a bump map,
02:43and let's just hide this.
02:45So all of that detail is not actually visible in the geometry of the model,
02:49it's just in that map.
02:51Let's look at the Displacement Map as a diffuse map really quick.
02:54Go ahead and right-click on it and go down to Solo as diffuse, and I'm also
02:58going to hit Shift+L to turn off any lighting.
03:01Okay, so now we're seeing just what was created.
03:04It's basically a black and white map, and any parts of the map that are white
03:08get raised up, and any parts that are dark get pushed in.
03:14Go ahead and right click on the layer and unsolo, and hit Shift+L to
03:20turn lighting back on.
03:22Displacement maps have their place, but they aren't always necessary.
03:25It's usually only used on models that have a lot of heavy detail like this war tortoise.
03:30I usually try to make my base models detailed enough so that all of the major
03:34detail will be visible in silhouette without a displacement map.
03:38However, sometimes you can't always plan ahead for everything, and displacement
03:42maps may become a necessity.
03:45Armed with this knowledge, you'll know what to do when that time comes.
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Preparing texture files for use in other applications
00:00As fun as it can be to paint all of these textures and create all these maps
00:04within Mudbox, you'll often need to use what you create in other programs.
00:09Whether it's for an animation in Maya, a game in Unity, or a 3D printer, getting
00:14your maps out of Mudbox is usually the ultimate goal.
00:17Fortunately the process is fairly straightforward.
00:20There is just a few things you need to know.
00:22So we've got our exercise file, and it's the bull, like we had in the last movie.
00:27He's got several paint layers. Whenever you create textures and paint layers in
00:30Mudbox, a folder is created that contains those maps as image files.
00:35Let's look at the exercise file on the Finder or Explorer.
00:38So this is the bull.mud file, that's the model that we loaded up.
00:43And anytime you save a scene with textures or paint layers, it's going to save
00:49those inside of a folder that has the same name as the scene file with an added hyphen, files.
00:56So let's go ahead and click on this and see what it has inside.
00:59So these are basically all of our paint layers as image files.
01:04When you load up a scene, Mudbox looks for a folder with the same name as the
01:09scene file, of course with the -files after it. Now let's go back a folder.
01:15If you change one of the names of these files--so for example, if we call this
01:19bull2--and then you try to open up this file, Mudbox won't know where to find
01:24all of the textures because it has a different name from the folder.
01:28Also if you want to copy your files somewhere else, make sure you take both the
01:32file and the folder with you rather than just taking one of them, otherwise
01:37Mudbox won't know where to find the textures.
01:40So be careful to keep these files and folders together and named consistently.
01:44If you're sending your model to any of the other Autodesk digital
01:47content creation packages like 3ds Max, Maya or Softimage, the textures
01:52are sent automatically.
01:54Simply done by going to the File menu and choosing Send to Maya, 3ds Max, or Softimage.
02:02If you want to use the model in a different program that's not supported like
02:05Cinema 4D or Blender, you'd have to export the model as an OBJ or an FBX file.
02:12Let's see how you do that.
02:13Let's go up to the object list and select the bull, and let's just go to
02:18File > Export Selection, and then we'd just select a location and our format, FBX or OBJ.
02:29I'm just going to unselect by hitting Ctrl+Shift+A. Then after you loaded the
02:33model in a different program, you could navigate to the bull-files folder and
02:38load up the texture maps from these images.
02:41The great thing about this is that if you make changes to the paint layers
02:45in Mudbox and then save at the scene, the texture will be saved and updated automatically.
02:50You may have to reload the textures in another program, however.
02:53One last way to get textures out of Mudbox is by exporting them.
02:56So let's go back to our layers tab, and let's right-click on--for example--the Diffuse layer.
03:04We can go down to Export Selected.
03:06So from here you can choose a location and the format and a name and just simply save it.
03:14You can also export an entire channel as a PSD file.
03:18So if we right-click on a channel and click Export Channel to PSD, we could go
03:24ahead and give it a name--so let's call it bull, click Save--and Mudbox will
03:31automatically start up Photoshop.
03:34And here we've got a file with some layers, so we could hide the wireframe, and
03:39here we've got our texture, and a base color.
03:43So you could make changes in here and hit Save and then go back to Mudbox, and
03:47it will automatically update in Mudbox.
03:50Depending on the situation in which program you'll be using after Mudbox, you
03:54could use any of these techniques or even a combination of them.
03:57Whichever way you choose to do it, getting textures out of Mudbox for use in
04:01other programs is almost always the end goal.
04:03So it's good to know every way that it can be done.
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6. Posing a Character
Introduction to joints and posing
00:00Mudbox allows you to create a simple bone structure inside of a model and use it
00:04to pose a character.
00:06I'll warn you that from the start, it's only meant to do basic posing.
00:10If you want something complex or highly refined, you'll be better off rigging in a
00:14program like Maya or Softimage that has dedicated rigging tools.
00:19Then you could import the rig model to Mudbox in the FBX format.
00:23For basic tasks like testing out different pose ideas or just simply to adjust
00:28the angle of an arm, for example, Mudbox can get the job done quickly.
00:32Let's see how it works.
00:33Let's open up the human body that comes with Mudbox.
00:36Let me just adjust the view so we can see the whole character on screen.
00:41Now let's go to the Pose Tools tab, and we want to create a new joint.
00:46Let's take a look at the options before we do anything.
00:50Let's turn on one joint at a time.
00:52This is a setting that puts Mudbox in the most basic posing mode.
00:56It should be called quick and dirty mode, really. Let's try it out in this mode first.
01:01Now let's zoom in on the neck of the character. I'm just going to try to get up here closer.
01:06Let's just click and drag up towards the head.
01:09Now you may notice as you hold down the cursor and move around, there are two
01:15things that Mudbox is doing.
01:16One is it's showing you a blocky line that will separate the parts of the model
01:21that will be affected by this joint from the parts that won't be.
01:24And second it's showing an arrow.
01:26The longer you drag the arrow the softer the transition will be between the
01:29affected and unaffected areas. So let's just try it.
01:34I'll release the mouse here, and let's see what we get.
01:36Now that we've made a joint, let's go into Pose mode.
01:39I can just click and drag on it to rotate around.
01:48We can also middle-click on it, and it will scale.
01:53So you could kind of stretch out proportions this way.
01:56If you hold down the Shift key it will scale proportionally.
02:01Now let's go make a new joint.
02:03When we've got one joint at a time turned on, any new joint you make will
02:08replace the currently existing joint.
02:10So let me zoom out a little bit, and let's make a new joint at the elbow, and
02:16let's go back to pose.
02:18So now the joint we made at the neck is gone, and we could pose at the arm instead.
02:25Be careful when using one at a time mode, because if you have an already
02:29existing skeleton on your character, and you've used that mode, it's going to
02:32erase all of your existing joints.
02:34So you may want to play around with creating joints and making really soft
02:38transitions like with a really long arrow like this, and now if we pose we get a
02:44really soft deformation.
02:46Now let me just undo that, and I'll create a new joint, and I'll make it with a really sharp transition.
02:55So just a very short arrow, and let's pose that.
03:01So you can see you get a much sharper transition.
03:07So let's look at some more of the joint creation settings.
03:11Under Placement, there are two options: Interior or Surface.
03:15Most of the time, I leave it on Interior because it places the joint in the
03:19inside of the anatomical structure, which is where joints are on real people.
03:24In some special situations you might want to place the joint on the surface.
03:28Not really sure when I would use that, but if you know you need to do that
03:32you've got that option. The last setting is Weights.
03:36This is how Mudbox determines which parts of the model will be affected by a joint.
03:40By default, it's on Automatic, which does a pretty good job most of the time.
03:44Another setting is Topology.
03:47I haven't really found a use for this setting. It behaves mostly like Automatic
03:51but just not as well. There is another setting called Click and Paint.
03:57So with this you could create a joint, and then while you're holding down the
04:02key, you just drag around, and it creates an affected area that you can paint
04:09right after you create the joint.
04:12So now you could go into Pose mode--we'll just zoom out a bit.
04:15Go into Pose mode and rotate that section around.
04:20Sometimes this comes in handy, but I don't really use it very often.
04:25Back into Create Joint, we'll look at the last Weights mode is None.
04:32The None mode is usually for when you're making several joints at once, and you
04:36want to go in and manually paint weights afterwards.
04:39I'll get more into that mode later on.
04:41For now the important thing to understand is that joints are a great way to pose
04:45or even just make adjustments to the design of a model.
04:48Generally the result you get from posing won't be final, you'll probably have to
04:52go in and manually sculpt some areas that didn't get posed just right.
04:56So for example, here on the elbow you may see that it looks a little bit noodly.
05:01You might want to go in and sculpt this to help solidify that joint angle.
05:06So even though there might be some fixing to be done, joints are a great way to
05:10get started with a pose.
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Creating joint skeletons
00:00Now that we've seen how to create a single joint for quick one-time adjustments,
00:05let's now see how to make a joint chain, or skeleton. Joint skeletons are more
00:10permanent and allow you to create more intricate poses.
00:13As I mentioned before, although Mudbox does a good job of making basic
00:17skeletons, it's no replacement for a real animation rig.
00:21If you know how to rig in another program that can export FBX files, you'll
00:25probably be better off doing it there and then importing it to Mudbox.
00:30Let's opened up a basic Human Body to start with.
00:33I am just going to position this so I can see it better on screen, and let's
00:39go to the Joint tool.
00:42This time let's make sure we've got One joint at a time turned off, and we want
00:46to make symmetrical joints since our character is symmetrical, we can Placement
00:50at Interior and Weights at Automatic.
00:53Let's start making joints. I like go down the limbs.
00:56So let's zoom in here on the leg, and let's start at the hip joint.
01:00So I'm just can a click and drag from the hip joint, and I want to make sure
01:04that the border between the affected and unaffected areas aren't crossing over each other.
01:08That could cause problems.
01:10So let's make sure that each leg joints only affects each leg independently,
01:17and now one more time at the knee, at the ankle, and one last time at the ball of the foot.
01:26Okay, great. Let's go ahead and zoom out here. Now let's go in reverse, down the arms.
01:32Want to start at the end of the arms, and I'll work my way backwards. You can see
01:39that Mudbox figures it out, whichever way you go.
01:42The shoulder is a little bit tricky. You want to make sore that it's angled from
01:45the armpit, then up to the top of the shoulder.
01:48Let's turn off Mirroring for the rest of it, and let's make a joint at the neck.
01:55So go ahead and click somewhere at the base of the neck and then send an arrow
01:59up to the base of the head, and then one more time from the base of the head up
02:05to the top of the head.
02:06Now you notice it didn't connect the two. Sometimes that happens.
02:10So I'm just go ahead hit undo, and let's try it from a different angle.
02:15There it goes. Sometimes Mudbox is finicky and doesn't want to do it, so you have
02:18to undo and try a few times.
02:20Let's go back now and create one in the chest, and let's try one more from the
02:28belly down to the legs.
02:30Now what will happens sometimes--and it's a little bit inconsistent, it's hard to
02:35predict when it's going to happen.
02:37Now sometimes you might create a joint, and you will get this error.
02:41Mudbox could not create the specified joint. No more than four joints can
02:45influence any one area of the model.
02:47Sometimes you might have to do trial and error, delete joints, and re-create
02:52them, maybe restart the whole scene over again.
02:54Anything you need to do to get the joint created.
02:57It can really finicky and unpredictable when this error is going to occur.
03:01But we have enough joints right now, so we can continue with this.
03:05Let's zoom out and see were we have. As you can see, for quick and dirty
03:09skeletons made for posing, Mudbox does a pretty good job.
03:12It may take some trial and error to get it to work in some situations, but once
03:16you have a skeleton in place, it's fairly easy to pose and manipulate.
03:20We will get into that more in later movies.
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Painting weights
00:00The automatic weighting that's created when you make new joints is usually pretty good,
00:05but there will be times when you want more control over how a joint affects the model.
00:09Sometimes that joint will accidentally affect too much or too little of the mesh.
00:14The Weights tool will help you control these things by allowing you to paint and
00:18smooth a joint's area of influence.
00:20So we've got our exercise file here. This is a more detailed model and a more
00:25detailed skeleton that I made in Maya. You can see we even got fingers in here.
00:32The joint weighting on this is pretty good, but there are a few things I want to fix.
00:36For one, Mudbox doesn't have a way to directly attach different objects to a
00:40single skeleton like you could in other programs by simply linking or
00:43parenting, because of that you can see that the teeth and the eyes don't follow
00:47the head joint. Let me just zoom in here and grab the Post tool, and I'll
00:52rotate the head joint, and you notice the eyes and teeth are not moving along,
00:56so we're going to fix that. Let's hit Ctrl+Z to Undo that.
00:59Also the weighting in a few places could be refined.
01:02So for example, in the armpit when I move the arm down you can see that it's
01:07collapsing a little bit here in the armpit, I would like to clean that up.
01:11We can use Weights tool to fix both of these issues. First, let's do the arm.
01:16Before I start going and moving joints around, I want to save my neutral pose so
01:20I can always go back to it.
01:21So let me Undo the movement of that joint that I did, and I want to go up to
01:26window and down to Poses, and I want to save a new pose, so I want to call this neutral.
01:38So now we could pose things and do all kinds of weird adjustments, and then go
01:42to the neutral pose, click that, and it'll go right back to where we saved.
01:47So now let's move the arm down and zoom in to the armpit and fix this area.
01:52Let me go into the Weights tool, and I'm just going to change the size of the brush here.
02:01So with this we can just paint on any of these areas hence automatically going
02:05to change the weighting. You can also hold Ctrl to remove weighting.
02:15Now if I go to Pose you can see that the mesh is going to snap into place
02:20according to where I painted the weights.
02:25So you see I accidentally unpainted too much here, so let me go back and paint this in.
02:32And switch to the Pose tool.
02:34Now you can see that that snapped back into place.
02:38So, all I did was remove some weighting from this area and added some weighting
02:42here, and it's looking a lot better. Now let's get the teeth and eyes weighted.
02:45I'm going to zoom out, go up to the head, and let's hide the body for now.
02:52We go into the Object List and find the body objects, and I just hide that.
02:58Let's go into the Weights tool and select the head joint, so we can see it kind
03:03of highlights when we move over it.
03:04Got the head joint selected now, and let's use the Marquee tool, and we'll just
03:09drag over both the eyeballs.
03:11So now the eyeballs are weighted 100% of the head joint.
03:14You can also do the same thing with the upper teeth, I'm actually going to hide
03:20the lower teeth and also hide the lower gums really quick so I don't
03:26accidentally select those.
03:28Let's add those to the head joint, and now let's bring the lower teeth back and
03:32hide the upper teeth, and I'm going to change to the jaw joint, so it's very
03:38last joint up here, let me select that.
03:41So I want to select this joint up here. I can't actually do it with the Weights tool.
03:46I need to go back to the Pose tool and then select that joint, and then
03:51go back to Weights, and now I can draw a marquee over the bottom teeth.
03:55Okay, so now the bottom teeth should be weighted to the jaw joint, and the
04:01eyes on the upper teeth should be weighted to the head joint. Let's make sure it's works.
04:06I'll go back into Pose mode, and let's also bring back the body, and let's
04:12click and drag on this.
04:14Okay great, so you can see as we move the jaw joint, the jaw on the body moves
04:18as well as the teeth, and let's move the head joint here. That's great.
04:23Everything goes along.
04:24Let's go back up to Windows > Poses, and let's put the pose back in neutral.
04:32Okay, great let zoom out now.
04:35Painting weights is a great way to control how polygon objects are affected by joints.
04:40Whether you're solidly attaching small objects to a larger skeleton or making
04:45skin bend more smoothly, the Weights tool can help you get all that done.
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Posing a character
00:00Now that we have a skeleton made, it's time to put that joint chain to use and
00:04actually pose the character.
00:06Like the process of creating a joint chain, posing in Mudbox is a simplified
00:11version of what you might find in programs like 3ds Max or Maya.
00:15Because it's fairly simple, it doesn't allow you the precise control that you
00:19can have in other programs that are focused on animation.
00:22Let's see how it works.
00:23Now have already done a little bit of posing as we worked on the weights in the last movie.
00:28Now let's really understand how joints can be moved and rotated.
00:31Make sure you've got the Pose tools tab open and the Pose tool activated.
00:36Go ahead and a click and drag on a joint. Doing so will simply rotate the joint around.
00:44Now click and drag on any segment between joints. Dragging on the segment will
00:48rotate it around relative to the screen, kind of like hands on a clock.
00:53If you want to rotate along a different plane, you have to view the model from a different angle.
00:58So let's see if I view the model from the top.
01:00Now I can rotate the arm forwards and backwards, which you couldn't do from the front view.
01:06Now I'm just go ahead Ctrl+Z a few times to undo that.
01:09Here is something interesting you could do, hold down Ctrl while you click
01:13and drag on a joint.
01:16This keeps that joint and everything below it in one place and moves
01:20everything else around.
01:22This could be useful if you want to pose the character gripping on the
01:25something, and you like the position where the hand is but then you decide you
01:29want to move the rest of the body.
01:31Now click and drag with the middle button. This will scale the joint.
01:37So it scales in all kinds of different directions.
01:39If you hold down Shift while you're scaling, it'll scale proportionally.
01:42So let's give the guy really big hands. There we go.
01:47Now let's say you externally place to joints in the wrong place, we can fix that
01:52with the Move Pivot tool.
01:54So let's say the elbow isn't quite in the right place. We could move it down over
01:57here or actually to really see a drastic difference we could move the joint
02:01somewhere where it really shouldn't be.
02:03Then go back to the Pose tool, and now you see that it's rotating from a different position.
02:08Of course, if you move a joint like this, you are probably going to want to
02:12paint the weights differently so that border of the weighted region is closer
02:16to the joint location.
02:19Posing has many uses. It can be used to test out how a character will deform for
02:24an animation in a different program.
02:26You can also use its pose is still character for particular renderer or 3D print.
02:31Although you can do allow with joints, there is usually some cleanup work that
02:35needs to be done to make post anatomy look natural.
02:38But at least it's a solid start in the right direction.
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7. Presenting Work
Lighting the scene
00:00Although the default lighting in Mudbox is good for sculpting and texturing,
00:04there maybe times when you want to customize the lighting.
00:07Perhaps you know that a model will be used in a particular scene, and you want
00:11to make sure that it looks good in that situation.
00:14Another scenario is simply presenting a model within Mudbox.
00:17The lighting tools in Mudbox are quite rudimentary compared to what you'll find
00:21in Maya or Softimage, but they can give you a basic place to start.
00:25Let's see what they can do. So we've got our bull scene set up here.
00:29Let's go to the Object list and find the light. We've got Light 01 - Directional.
00:37Let's look at its properties down here. Here we can set its color.
00:40This is pretty straightforward.
00:42It's basically the color of the light, no mysteries here.
00:44Go ahead and click Done. Next is Intensity. You can set this to whatever you want.
00:50It's also pretty straightforward.
00:52You may not be aware you could also type in a higher number here. So let's try 2.
00:57That looks pretty good.
00:59You could even type in a negative number. Let's try -2.
01:02That will actually suck light out of the scene. Let's go ahead and make that +2 again.
01:08Now the Scale setting doesn't seem to do anything until you turn on Show Light.
01:15So here's a light and Scale is really just the Scale of that icon that
01:19represents the Light.
01:20It doesn't actually change how the light affects the model at all.
01:24The Locked To Camera setting is something that I usually leave on.
01:27It means that the light will always shine on the scene from the same position
01:31relative to the camera. Let me turn off Show Light for a second here.
01:34If I look around the model you can see that the light is always striking the
01:39model from the same position relative to the camera.
01:42You might not exactly see what I'm looking at, but if I change Lock To Camera
01:46you may see more clearly what I am talking about.
01:49So now if I move to a different part of the model, you can see that it's backlit.
01:53The light that used to be shining fairly straight on and illuminating the
01:58bull is now seen from behind the model and the model looks kind of dark from the other side.
02:03Now if turn Lock to Camera back on and go back around to the bottom of the
02:08model, you can see now that I am getting a consistent lighting no matter where I move the model.
02:14So I usually like to leave this on. Now let's turn on Show Grips.
02:19This simply lets you rotate the light.
02:21So you could grab on any of these axes and rotate the position of the light.
02:25If you turn on Show Light, it can make a little bit easier to visualize.
02:29You could actually grab anywhere and just rotate it from an angle.
02:35Even if you don't have grips or the light turned on, you can still rotate the
02:40light around by holding down L and clicking and dragging.
02:45So this way you can just position the light visually.
02:47Just whatever looks good to you can leave it there.
02:50The light can also cast shadows, so let's make a ground plan for shadows to land on.
02:54Go up to Create > Mesh > Plane.
02:58Let's rotate the camera so we can see this better.
03:02Let's hit W to go into Move mode. Let me just zoom out a bit here.
03:08We've got the bull selected, let's make sure we've got the plane selected.
03:11Let's bring it down a little bit, hit R to go into Scale mode, go ahead and make that bigger.
03:21And finally, let's make sure that it's got its own material.
03:24So right-click on plane, go to Assign New Material > Mudbox Material, and let's
03:30just give it a nice dark dirt color, and let's turn Specular to black, because
03:35we don't need any shine on dirt. Dirt is a matte material. Okay, great.
03:39Now I am just going to hit Ctrl+Shift+A to deselect that, and I want to get rid of that manipulator.
03:47So I am jut going to go into some other tool so that the Scale tool becomes deactivated.
03:53Let's go back to the light now, and let's open up the Shadows tab, scroll down,
03:57and let's turn on shadows.
03:59There is the Depth Map Bias. This setting determines how far away as shadow
04:05casting object can be from a shadow receiving objects and still have a shadow be cast.
04:11I usually don't change this unless I am getting weird shadow artifacts.
04:14Then I will just adjust it so the scene looks right.
04:17For Depth Map Resolution you basically want to set this as low as you can and
04:22still have the scene look good. So let's zoom in a little bit here.
04:25If I zoom in close enough you can see that the shadow is kind of pixelated and blocky.
04:31So let's change some of these settings.
04:33You can set it lower, and it gets even more blocky, or you could go higher,
04:38and it'll get sharper. Let's try zooming out now.
04:42It looks like the textures are reloading on the bull.
04:45So that's why it's burn blue temporarily. So our interactivity is pretty good still.
04:52It's not slowing down even though we have really high-quality shadows.
04:55If you're noticing a slowdown you might want to set this lower.
04:59You'll find that lights in Mudbox aren't made for lighting whole scenes so much
05:03as they're made for lighting individual objects.
05:06For the most part, I just use the default light because it does a pretty good job
05:10of just letting you model without being distracting.
05:13However, if you want to do something a little more fancy, you have that option.
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Using point and image-based lights
00:00Beyond the basic directional light, there's also two other kinds of lights,
00:05Point and Image Based.
00:06These can be used to create a variety of lighting effects.
00:09Let's see what they can do. First, let's create a point light.
00:13Go up to Create > Lights > Point.
00:16Now let's go find it in our Object list so we can control it.
00:21Light02 - Point, let's select that.
00:24Point lights have some properties in common with directional lights as well as some differences.
00:29You can set color and intensity just the same, but point lights also come with
00:33decay as well as the ability to position them in 3D space.
00:37So let's turn on grips and see what that means.
00:40Let's just rotate around the scene a little bit just to see where our light is.
00:44Okay, it's kind of inside the bull. Let's move this out by dragging on these arrows here.
00:50Now the light is pretty dim as it is right now.
00:53So I am just going to go and set the Intensity to 20.
00:56One good use for point lights is to draw attention to a particular part of the model.
01:01I feel like the head is a focal point of interest for the bull.
01:04So I am going to make it brighter than the back end.
01:07Let's position the light so that the front end is brighter, and actually I kind
01:19of wanted the intensity to be the brighter.
01:21Let's see what 60 does. Okay, not too bad.
01:27The light falls off over a distance so the parts that are closer to the light are brighter.
01:31The head is closer to the light, so it's brighter than the back end of the bull.
01:36Now let's take a look at Image Based lighting, or IBLs.
01:39IBLs are simply photographs that Mudbox uses as light sources.
01:44Usually, these are photos that are made from 360-degree panoramas of particular environments.
01:50Mudbox comes with a few of these built-in.
01:52Let's go to Create > Lights > Image Based. So it's already applied in image.
01:59Let's see exactly what it's doing.
02:01Go ahead and select the light so we can see its properties.
02:05So we can set the intensity.
02:06I think it's a little bright right now as it is.
02:09So let's bring it all the way down and then just bring it up just enough so it
02:13has just little rim light, a little bit of accent to the image.
02:17If we show grips we can rotate this light around.
02:20So you might want to position it in a different place to get a different effect.
02:25Let's turn off Grips, and let's load in a different file.
02:29Right now it's loading in this one right here. It's called mudbox3PointDefault.
02:35So let's click on this button here and load in a different image.
02:38This is kind of the built-in Mudbox directory where it stores the built-in images.
02:43So let's scroll down to textures and go to Lightprobes, and there's just a
02:50variety of images in here.
02:52You can experiment with different ones to see what kind of effect you get, but I like kitchen.
02:56So let's go ahead and open that.
02:58From here on out it's a matter of tweaking the various intensities and positions
03:01of the lights to achieve the look that you're going for.
03:04Like I mentioned before, I rarely mess with lights when I am sculpting.
03:07These features are for setting up models for presentation for the most part.
03:11If you want to do some serious lighting, you will have to go into a more robust
03:153D package like 3ds Max or Maya.
03:17However, for lighting single objects, Mudbox is pretty fast and easy by comparison.
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Setting up viewport effects
00:00When it comes time to presenting your final work in Mudbox, there are few special
00:05things you can do to make it look its best.
00:07Although the default lights and materials in Mudbox are good for sculpting
00:10and painting, they might not have enough wow factors for showing off the work to other people.
00:16Viewport filters are some special effects that can really make your work pop.
00:20Let's see how they work.
00:21So we have got our bull here in the scene, and we are almost ready to make some presentation renders.
00:26Before we do that, let's go to Viewport Filters panel.
00:30These filters can enhance the appearance of your work.
00:32Let's start with the Tonemapper, and let's click on the name in order to
00:37adjust its properties.
00:38The Tonemapper can create an overall lightening or darkening affect, kind of like
00:43controlling exposure on a camera.
00:45Feel free to adjust the Gamma and the Luminance Max until you find a result
00:51that's appealing to you.
00:52There is really no rule as to where you set this, it's just basically to help
00:58the image look more appealing visually.
01:00Underneath the Glare tab, you can increase the amount of Glare.
01:03This kind of looks cool, but it also can make it look like a cheesy soap-opera
01:09so I usually leave this off. Okay, next let's look at Depth of Field.
01:15I am just going to return the Tonemapper off and turn on Depth of Field.
01:19Let's go ahead and click on this so we can see the options.
01:22This creates the effect of a physical camera where some parts of the image are
01:26in focus and other parts closer or further away are out of focus.
01:30First I like to make sure that my camera is positioned where I want it to be.
01:34So I want to see the head of the bull a little bit closer to the camera.
01:38Then I set the Focus Distance so that the area I want to be in focus is in focus.
01:43It goes up to 1,200, and I need it to be a little bit higher, so I am just
01:49going to type in a higher number here.
01:51Let's just type in 2000, and we will just scale this back.
01:55Okay, so we have got the head in focus now.
02:00Next you can set the Depth of Field which determines the range of focus.
02:05So the higher the number, the more depths will be in focus.
02:09If you set it to really low number, it's just going to be a very narrow range of
02:13depth from the camera that will be in focus. So I usually like to set this a bit higher.
02:19Finally, the Blur Amount is just that.
02:21The higher the number, the more pronounced the blurring effect.
02:25Sometimes you can get some weird artifacts. You see it's kind of separating and breaking apart here.
02:29So usually cranking it too high doesn't work so well, so I usually just set it
02:34'til it could be a nice visually-pleasing effect.
02:36Okay, let's go ahead and turn that off, and let's look at Cavity Ambient Occlusion.
02:40So look at the properties here by clicking on the name.
02:44So let's turn this on and off a few times so we can see what it's doing.
02:48It's a relatively subtle effect. It's just darkening anything that's inside of a crevice.
02:54You can control the Strength, or you can control the Sample Radius.
02:59There is really no set numbers you should use, it's just basically playing with
03:03them until you get a result that's visually appealing.
03:08I tend not to use this one because it can create some blocky artifacts.
03:12So if you notice right here when I turn it on, you will see some weird blockiness.
03:18So I usually tend not to use this one. Next, let's turn on Ambient Occlusion.
03:22This is also going to create a darkening effect. It's a quick and dirty
03:27version of the ambient occlusion that we created earlier. Let's check out the
03:30properties for this one.
03:32Again, the best way to learn this one is just play with the settings.
03:35You will need to do that anyway because every model is different and every model
03:39is going to require a different setting here to make it look good.
03:43One tip that can help you set it up is to turn on Only AO.
03:46This shows you only what the effect of this viewport filter is doing without
03:52seeing any of lights or any of the texturing or shading or anything.
03:56However, I usually find that I get a better result by turning this off and
04:00turning on Screen Distance.
04:02We will talk about screen distance later, but when I turn this on, I actually get
04:06a better preview of what Ambient Occlusion is going to look like.
04:10So you can set the Blur radius, get a little bit more blurry effect, or you can
04:15get shaper Ambient Occlusions depending on where you set this.
04:19So I usually just play with this until I get a result that's visually appealing.
04:25Let's turn off Ambient Occlusion for now and just look at Screen Distance.
04:28I want to go ahead and click on this. This effect is known as Z Depth in other programs.
04:34It simply shades the model based on how close or how far parts of the model
04:38are from the camera.
04:39This is useful for rendering as a separate image and then using it to composite
04:43with a regular render later in Photoshop.
04:46You want to make sure you have the Grid turned off, so I want to hit G really
04:50quick and turn on the grid.
04:52Whenever the Grid is on, it messes with the calculations.
04:54So just make sure the Grid is off if you are using Screen Distance.
04:58Okay, let's turn Screen Distance Off and turn on Normal Map.
05:00This is another filter that is meant for using compositing in some external program.
05:05If you are not sure what to do with this, you probably won't need it.
05:09Lastly, there is non-photorealistic, and we will click on this so we can see the settings.
05:14This Filter is supposed to stimulate a hand drawn look.
05:17I don't think it's very convincing, and I never use it, but feel free to play
05:21around with it, though. One last tip on Viewport Filters in general.
05:25When you save your scene and load it up later, the filters will all be reset.
05:29Mudbox doesn't save the filters with the scene.
05:32So if you close a scene, you will have to reset up all the filters the way you
05:36want them next time you open the scene.
05:38For this reason, I only use Filters at the very end for rendering.
05:41Also, the Filters tend to be a little distracting, so I don't like to actually do
05:45any sculpting or texturing with the Filters turned on.
05:48So Viewport Filters are kind of fun to play around with, but for the most part
05:51they can be kind of gimmicky.
05:53I wouldn't recommend using them except for final rendering, and even then you may
05:58be better off creating these effects in some other program if you know how to
06:01use Photoshop or After Effects, for example.
Collapse this transcript
Rendering still images and movies
00:00Now that we have all the lights and effects set up the way we like, it's time to
00:04create a final render so that you can show your work to other people.
00:08You can render a still image, a movie, or a turntable video.
00:11Let's see how to do it.
00:13As I noted in the last movie, Viewport filters don't save with the scene files.
00:17So if you're loading up the exercise file for this or loading your own scene
00:21since the last video, you'll need to set up these filters again the way you like
00:24them before continuing.
00:25So I'm just going to turn on Depth of Field really quick here, and I'll turn on
00:34Ambient Occlusion, and that will be good, just those two.
00:38Let's render a single image.
00:40Make sure your camera is positioned where you want the image to be rendered from.
00:43Now let's go up to Render and Save Screen Image.
00:47So the settings here are fairly self-explanatory.
00:49You get a little preview of what the image is going to look like.
00:52You can set the image size and pixel Width and Height.
00:56You can make sure that the proportions are constrained if you want to change the
01:00width, then it will automatically change the Height in proportion, or you could
01:04use some Preset Sizes, like 2 times the Screen Size or 4 times the Screen
01:09Size if you want a really large image, then it automatically sets the Pixel
01:12Width and Height for you.
01:13But we're just going to Use Screen Size here so we don't get a huge image, and
01:18we'll click Save, and you can basically save it wherever you want.
01:21I'll put it on the Desktop.
01:25Call it bullrender and Save, and instantly it's saved out.
01:30Now you could load up the render in any other program and do whatever you want with it.
01:34Now let's look at the Record Movie function.
01:38This will record a movie of anything that you do in Mudbox.
01:40So let's go up to Render and Record Movie. Again, you can set your Image Size.
01:47You can set a Frame Rate to Record at and a Frame Rate to Playback at.
01:52Here is one setting that I like to keep on, Automatically pause recording when idle.
01:57So let's say, for example, I stop and take a break while I go answer the phone
02:01or something, this will keep the movie from recording while it's just sitting there doing nothing.
02:05Also, you can record just the 3D view or the entire Mudbox window.
02:10Let's go ahead and keep the Mudbox window on, and let's start recording.
02:16So we're just going to get a little countdown here, and now anything that I
02:20do, any movements of the cameras or any items that I click on in the interface
02:25will all get recorded. And then down here you can either Pause recording--which it
02:29is going to do anyway if I just keep the mouse from moving--and then we click Stop to end it.
02:37You can save it as a QuickTime, as a Flash file, or as a Small Web Format,
02:43Shockwave Flash, or as a File Sequence, but I'm going to choose .mov here, and let's Save it.
02:50I'll put this on the Desktop. We'll call it bullmovie.
02:58Let's take a look at it on the Desktop. Let's go and hit Play.
03:04So it's playing back a little bit faster, but there you go.
03:09So you could send that to somebody. You could demonstrate what you're working on.
03:12So you could record a movie and maybe teach someone how to use Mudbox yourself,
03:17so that's very useful. So finally, let's create a turntable.
03:21Let's go up to Render and Create Turntable Movie.
03:24Again, you can set the Image Size, the Number of Frames, so turntable is going
03:28to go around 360 degrees.
03:31The default of 60 frames will spin the model in 6-degree increments.
03:36So feel free to use more or less depending on how smooth you want the turntable to be.
03:40Here is one setting, Antialias. This will smooth out any of the pixelated edges
03:45However, I've noticed that if I turn this on I get weird artifacts in my render.
03:50So I usually turn this off.
03:52Feel free to experiment with it, maybe it's a problem with my video card, but I
03:55found it to be buggy. And again, you can set the Format that you want.
03:59I'll leave it on QuickTime, and let's create it.
04:01I'll just save it to the Desktop here, click bullturntable, and it's thinking about it.
04:11Depending on your computer resources and how many frames you set and the Frame
04:16Size or whether or not you turned on Antialiasing, this could take anywhere
04:20from a few seconds to up to an hour or more. Usually it's a few minutes in most situations.
04:27So let's hit Play and see what happened. Okay, pretty good.
04:33There is something weird that happened at the very last frame, but other than
04:37that, it seemed to turn out okay.
04:44See what happens if we turn on Loop, then it might not freeze on that one frame,
04:48and it might not be so noticeable. All right, that's not too bad.
04:55Think it might have just been an artifact of the QuickTime player, but anyway, back to Mudbox.
05:01So rendering images and movies is the best way to show your work in Mudbox other people.
05:06You can use it not only to show our finished work, but also to document your
05:10process or demonstrate how to do certain things to other people.
Collapse this transcript
Conclusion
Next steps
00:00Well, we've reached the end of this course, but there's still many things
00:04you can do from here. Mudbox is meant to work hand in hand with other Autodesk packages.
00:10So please check out other courses in the lynda.com library. For example, you
00:14could check out modeling a Character in 3ds Max.
00:17It's a course that I made that shows you how to create a character in 3ds Max
00:21that you could then export to Mudbox for sculpting and texturing.
00:24When you are done in Mudbox, you could check out Character Rigging in Maya with George Maestri.
00:30Here you can learn how to set up a character for animation with joints and rigging.
00:35There's also some really cool web sites I like to go to all the time that
00:39really help with my work in Mudbox. For example, there's finearts.sk. This is a
00:44great web site for Anatomy Reference for artists.
00:47Here you can find books for free that teach you how to draw and sculpt
00:51anatomy, and there's also lots of free reference images that you can use.
00:55Another great web site is area.autodesk.com. Here you'll find Forums just for
01:01Mudbox, where people are discussing any problems they have been sharing tips and
01:05tricks and also showing finished artwork that they've done.
01:10Another web site is lunchcrunch.org.
01:13Here artists just get together and share sculpt took been done in about an hour.
01:18It's really great for inspiration and learning some good tips and tricks from fellow artists.
01:24Finally, there is cgsociety.org.
01:29It's such a great web site where people get together and discuss new features
01:32and software, compare portfolios, talk about jobs, and challenge each other to
01:37become better with the software.
01:40So thanks for joining me on this exploration of Mudbox, and I hope to see you again soon.
Collapse this transcript


Suggested courses to watch next:

Maya 2011: Modeling a Character (3h 3m)
Ryan Kittleson


3ds Max 2013 Essential Training (7h 9m)
Aaron F. Ross


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