Hi all, this is my very first model on mudbox. I got mudbox 2011, started with a very low base mesh in 3ds max 2011. Scaled it down, since it is too big for mudbox, and started sculpting in mudbox. I had during the time found out that my uvs is stretching. Did a couple of paint tests and yes it jumped and stretched very…
Hey @CoreyJArt Thanks for the pointers! The volume of the face ring around the shoulders is a good catch, I'll tweak those a little more. For Chaos's main face, I would normally agree with going for something based off of an actual person for other projects, however in this case I want to go more concept accurate. If there…
Looking good so far, I like the concept. There are 3 main reasons to avoid triangles(or ngons) while modeling. 1. Procedural subdivision works better and is more predictable. 2. during deformation(from a rig) quads that have good flow will deform better. 3. Working with quads makes sub-d modeling much easier. With a model…
Feels pretty evocative of a hostile world, but what's your focus point in the image? Do you want the viewer to be taking in the vista of saturn in the distance? You might want to thin out the sky boulders if that's the case. Also I don't know how scientifically accurate you're aiming, totally cool if you aren't, but if you…
The Music and the Landscapes I'm proud to count with the help of a talented musician, Cristian Parras that composed a beautiful epic musical theme for the clip. Once I received the audio file I started looking for the real footage to be placed as background for every scene that was accommodated to the music transitions on…
I'm glad you changed the skirt, it looks better now :) A suggestion: maybe you could make the skirt a bit longer behind her, or add some petals - bigger than normal petals in the roses - around the edge of her skirt. The first alternate hair style looks nice :) I'm not too sure about the nose ring though, Mirana looks…
Looks about right. Post the normal map. Do you see all those fine ring details in the normal map? I'm assuming no because 512x512 is not enough. Look at your normal map and look at the part where that piece maps to. It will need quite a few pixels to get that much high detail. You posted a pic that is 798 wide, that circle…
i'm alive and feel like a horse kicked me in the kidney. they did the pressure wave procedure. it was a machine with an electromagnetic disc with a soft enclosure of water attached to it. the disc would activate and send a pressure wave thru the water and then thru a focusing ring. the ring let them concentrate the wave…
If you're exporting 16 bit maps to ue4 this will happen. Ue4 assumes the maps are using linear color space and applies a gamma curve to them. Add pow(1/2.2) after the colour maps (basecolor and emissive) to bring them back into the right range.
Hello there. I want to know that how can i sculpt hard surfaces ? I am not asking how to create a hard surface object in mudbox. I am wondering how can i sculpt an hard surface object (imported from maya to mudbox). For example i tried to work on a very basic building. I used split edge rings in sides to maintain the hard…