Mudbox
From Oblivion Mod Wiki
| Author: | Skymatter Limited |
| Version: | 1.0.7 |
| Last Updated: | October 2007 |
| Download(s): | Mudbox3D.com |
[edit] Description
Mudbox is the first advanced, high resolution brush-based 3D sculpting software that is built from the ground up to address the needs of the professional digital sculptor.
- Use 3D Layers to sculpt nondestructively, store different detail passes, explore different design directions, build libraries of facial morph targets, collaborate with other artists, and do much more.
- Use Mudbox's "Tangent Space" mirroring to mirror your brush strokes on asymmetrical and posed models.
- Add detail where you need it, when you need it, with Local Subdivision.
- Extract displacement and normal maps between arbitrary meshes -- use meshes with different topologies, UVs, vertex IDs! Output high quality 8, 16, and 32 bit maps.
- Save production time and work more efficiently with Mudbox's organized user interface and 'get it done' focus.
Cost: $30 USD
[edit] Example Workflow
This is an example of how this tool can be used in the creation of a 3D model. Original post by Pixhell666
[edit] Initial Model
Create a rough low- to mid-poly model using a 3D modeling tool (3DS Max, Maya, Silo, XSI, Blender, etc.).
[edit] Rough UV Layout
Rough UV layout in your 3D modeling program (or use UV Layout). This can be spread all over, not squared, etc. It's purpose is for texture/material and Map baking etc. into and out of Mudbox to other UVs or another Mesh (won't be used in game).
[edit] Export/Import to MudBox
Detail as you want, create as many textures as you want, make the model as big and detailed as you want. 2-5 million polys can be considered normal and as high as 7-9 million. For massive models, it might be necessary to break it into pieces. It might also be necessary to break models into segments due to animation bone limits or other reasons.
[edit] The Real Mesh
In the 3D modeling tool you can now form a low poly cage to the now multi-million poly mesh or use other tools such as PolyBoost, PolySpeed, Silo and etc. These are often referred to as "Topology Tools". New UV Layouts need to be created for your new low poly mesh. Some applications even have high to low poly UV conversion/mapping tools.
[edit] Additional Maps
If additional maps are needed, you can be bake out specular color maps from your 3D modeling tool. You can bake normal, displacement, ambient occlusion and similar maps out of XSI as it delivers very good results. You can sometimes bring in baked to texture materials from ZBrush. Textures can also be painted using ZBrush (skin materials and brushes are nice and render to texture pretty well).
[edit] 2D Texturing
Anything else that is needed can be created, touched up and finished off with your favorite paint program such as Photoshop, Paint Shop Pro, MapZone, CrazyBump, GIMP, etc.
