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so...mudbox then.

polycounter lvl 14
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seth. polycounter lvl 14
Hey folks,

I have been waiting to see if Z4 had the texturing updates that I wanted, namley per pixel and blend modes.....it didn't :(

So I have gotten myself a copy of Mudbox 2011 cos of its shiney looking texturing abilities and I could do with a little direction.

How are people integrating it into their workflow? Are you still generating your models in Zbrush and then importing them for texturing, or is a mudbox sculpt to texture approach deemed the best option?

Also can anyone recomend any good tutorials for learning this beast?

Thanks in advance guys, I'm going to continue poking around in the program but I hope that you can help.

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  • oglu
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    oglu polycount lvl 666
    my pipeline is mud onyl... sculpting and texturing are all done in mud...
    but there are many using zbrush for sculpting and mud for texturing...

    there should be enough material inside mud to learn it..
    http://area.autodesk.com/mudlife/tutorials_latest

    and here on the channel...
    http://www.youtube.com/user/Autodesk#p/c/823A12BCC0FDA71D/11/aqwsjLaJ-lc

    one of my favourite feature are uv tiles...
    im often moving uvs to the second uv space to seperate materials... and move them back after texturing...
    [ame]http://www.youtube.com/watch?v=Ro_Ruhu-SGs[/ame]
  • seth.
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    seth. polycounter lvl 14
    sweet thanks oglu I shall get digging.....and I figured out importing normal maps it too.....I am so delighted with my new understanding :)
  • Mark Dygert
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    http://area.autodesk.com/tutorials/mudbox_2011_texture_painting_tutorial
    "This tutorial shows the power of Mudbox 2011 for 2D and 3D texture painting. Jonas Thornqvist, a renowned character and creature artist, will introduce users to the vast painting toolset in Mudbox 2011 and demonstrate how to use these new features to create high-quality, realistic textures. Demonstrated features include: stamps, paint brushes, stencil projecting, Flatten to UV Space and much more."
    some really good stuff in here too.
  • seth.
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    seth. polycounter lvl 14
    ace cheers vig.....right now I am amazed at being able to paint a "realtime" spec map onto a model......i'm not sure about its final use compared to generating a decent one out of ps but just the feedback alone has fried my tiny brain a bit :) I think that I have a bit of a kid in a candy shop thing going on at the moment....sorry if I'm coming over a bit.....gormless?
  • r_fletch_r
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    r_fletch_r polycounter lvl 9
    I love the UV tiles too, another must have is the Export to Photoshop feature. Amazingly usefull. Also check out the way mb stores textures. all your layers end up in a folder as regular images rather than part of the mudbox file. you can link your 3D app to these and it will update every time you save. Awesome stuff.

    One thing to be carefull of is keep and eye on your VRAM usage i've found pushing it above the cards limit just dumps your textures and you can loose work. so be aware of how much ram you are using.

    Watching those vids id say you're better off colour grading your images before using them as stencils. if thats not enough you can export to photoshop and heal over shadow areas.
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