Hi Everyone,
I Recently made a vampire face in mudbox and was looking forward to start texturing it in mudbox. The strange thing is that when i paint a texture in mudbox the lightning hardly lets any colors throught. I would like to see the colors more like you do when you pick the "flat light" option and just normally shaded. Like in 3dstudio max for example. Am i doing something wrong ?
Is it possible to import shaders that represents a model in a game enviroment in day light ?
I mean the shadows and highlight are way to extreme.
Also i would like to know if anyone has links to tutorials that covers the hole pipeline from modeling -> texturing -> Mudbox -> Normalmap -> exporting it to game ?
If feel like i am missing something i need alot of help and advice.
thanks // Jimmy
Replies
http://vimeo.com/7916648
Pior shows how to make Litspheres there.
Thanks for the tips but what i mean is that the lightning somehow covers the colors of the texture,
lets say that you make a character that looks like this : http://browse.deviantart.com/gameart/3dgame/monsters/?qh=§ion=&q=#/d28gbto
when you import that model and use that texture i can garantee you that it wont look like that in mudbox, i am not talking about that i need a perfect ligtning scene, just enought to fairly represent the colors of the uv.
Only thing I can see helping you out is to play with the Tone Mapper screen effect. Hard to predict, but it should brighten your scene quite a bit.
If you are okay woth completely flatlit textures and no shading at all, then theres a mode for that in the menus too.
Good luck
You can move the lights around , add new ones , change their values and so on.
I never had problems with textures not looking right to be honest.
Edit: After reading what pior said, i think i got it, so nevermind what i said before
I have tryed that but i will give it another go. thanks.
could you explain this a bit further...?
Well for example if i paint a texture in photoshop i can have a 5 % opacity and slowly paint on my texture and it creates this smooth look. skintones for example that really needs to be painted slow and have a smooth tone. things like this is impossible in mudbox, lets say that i have an yellow skin and want 5 % darker skin around the nose, then sometimes when i paint Mudbox will not paint the color at all, you can actually have to bring upp the opacity fto 20 % before it even reacts. this happens all the time and are really disturbing..
What i mean with the bleeding is that if i paint a dark gray fpr example 5% over a light gray Mudbox will sometimes change color to some red in it or green. have you ever seen that?
the brush strength in mud is not a opacity its more like flow in PS... i agree this should be improved...
report all your ideas to the mud team... they are traking all incoming stuff...
in the mud help menue... help --> suggest a feature or report a problem...
or using an IBL light with a gessoLight or a white map...
IBL light with a gessoLight or a white map, what are all these?
create --> light --> image based
go to the properties and klick on image based light file...
navigate to ..myDocuments\Mudbox\2011\data\Textures\Lightprobes\...
and set the image to gessolight.tga or white.tga
bring the intensity a bit down...