pior - couldn't it effectively be used to negate the 'seams' problem of painting a diffuse? What i don't understand w/ mudbox paint layers workflow regarding gameart is : Do you paint on the high sculpt or the 'baked/optimised' lowpoly? - (i haven't tried) but i am unware of any ability to bake the high poly's diffuse onto…
I think you are trying too much of a complicated workflow. What mud is good at for painting : -Give your base mesh some quick UVS -Sculpt -Paint on the finished sculpt, using paint layers : one for Diffuse, one for Spec, one for Gloss then : -Export these 3 channels as 3 separate files -Double check in photoshop how the…
try the new version... there is new default shader... with a diffuse, spec, gloss, incandescence, reflection mask, bump and a normalmap channel... and the paint tools are also improved... if you like a white or grey image in the base layer you could import one...
Hehe its all good! Its a fun workflow. The only thing I wish for would be the diffuse to be a fully white map by default, the spec and gloss to be a full 50% grey, that sort of things. I am a bit confused by the transparent defaults. Also I still have to figure out the real differences between spec1/gloss1 and…
Ah ok so I think I get it now (feeling stupid), thanks for explaining. It was the specular thing I was most confused about. So you technically apply the spec map as a diffuse when baking right? Am I right in thinking that the paint tools and UV viewer etc are more designed for people who only intend to use the model in…
Well you do anything you want really, either do highpoly painted stuff, or bake it to low in either mud or xnormal ... Dont overthink it, just do it! Good luck! By the way guys. Is there any custom mudbox-specific realtime shaders to be found anywhere ? I am surprised its so hard to find. Everybody was so happy when they…
Hey there, I'm having trouble getting my head around the workflow I should be using to paint textures in Mudbox. This is largely due to the fact I've barely ever used Mudbox before, and partly because I've always done my texturing in 2D. Seeing an increase in people using 3D painting tools as well as the recent Naughty Dog…