Pretty much all in the title. How many of you are texuring in Mudbox these days? I saw a quick demonstration on how "easy" it is; but there was little discussion of how much pre-planning there was. [ame] http://www.youtube.com/watch?v=B5wjt25h8wA[/ame] Would you paint on the Highpoly so you can go back and sculpt in some…
Texture painting in Mudbox is absolutely awesome. And since 2011, it's even better. They added a ton of features that made texturing in mudbox even better. Hopefully we can expect even more from 2012! :P
I use Mudbox a lot for texturing and I would probably abandon Photoshop nearly completely had Autodesk included more blending modes and mask support. Usually, I use it to roughly distribute stencils on top of the mesh so that details match the geometry. Then I bring it into PS to set up blending modes and mask out the…
So then, the majority of you paint on the -Low- after you already have a normal map? Can you make Mudbox -show- your normal map? What always confused me is I have seen people make a pillar and then throw a cool, pitted and cracked, texture on it, but then they don't carve over the texture where the pits and cracks are,…
I cannot speak to texturing in mudbox as I am unfamiliar with the program, but I prefer to do my texturing in zbrush vs photoshop. I grabbed the demo of mudbox this weekend to look it over and it looks to have some really nice texturing features, some lacking from zbrush I would really like but am yet unsure of the process…
If you plan on painting on your high poly, then yes, it needs to be unwrapped, there are a few tricks you can do here: Unwrap your low poly, and import into mudbox. Start sculpting away. The subdivision will preserve the UVs rather well. Also, once you start painting, there is nothing stopping you from sculpting again. I…
Oh...come on... I was under the impression that it was exporting each layer separately; nothing was happening when I tried clicking Export on the Diffuse and I assumed it was not possible. Haha, I can't believe how stupid I can be at times :poly142:. Thanks fr0gg1e, this will seriously speed up my workflow.
I tend to do most of my texturing in PS, then use Mudbox' clone/paint tools to patch up seams. You can assign normals to a lowpoly and toggle them on and off while painting, but I prefer to keep my shaded preview in one place (Max viewport for instance) and just work on the unlit maps in Mudbox one at a time.
I use mudbox painting on my lowpoly after it's been unwrapped properly in max/maya as a first stage (basic colors/roughing out details and their placement)- helping remove seam issues. From then on I use photoshop