Sculpting in Mudbox
1. Models in Mudbox: created, imported, sent over from Maya, multiples. Hierarchies.
IMPORTANT FOR MUDBOX 2018: if your Maya units are set to centimeters, scale the model in Maya to ~50-100 units in one dimension (adjust other dimensions proportionately). Then send the model to Mudbox. In Mudbox go Edit/Freeze Transformations. You should now be able to quickly undo your sculpting.
2. Subdivision levels. Scuplt layers
3. Sculpting brushes. CTRL and Shift modes. View Pluralsight Sculpting Workflows video
Sea Star Workflow Highlights:
5. Creating Normal and Dislacement Maps (Watch on Pluralsight: Introduction to Mudbox 2015: Extracting Maps In Mudbox)
6. Curve and Pose Tools
7. Retopologizing for better surface flow.
Tips and Techniques from Digital Tutors:
Sculpting Human Ears (sculpting nose and mouth videos are also available)
To reuse a custom sculpted detail as a brush work with Vector Displacement Maps:
1. Sculpt a desired pattern.
2. Use UVs&Maps/Extract Texture map operation to create Vector Displacement Map.
For repeating sculpted detail (ie brick or stone pattern for a wall) sculpt using Tiling Planes.
1. In new file create a Tiling Plane. (Watch:Tiling Planes section from Environment Techniques)
2. Use the saved tile with a stencil on a desired model. (Use tiles in the Sculpt tools settings)
Normal and Vector Displacement Maps (VDM)
Normal and VD maps offer a great advantage over Bump and regular Displacement maps because they store values of vectors pointed in different directions. They do so by using values of several colors. Traditional Bump and Displacement maps represent values of only one type of vector: pointing up.
1. In Mudbox UVs&Maps/Extract Texture Maps, check as many maps as you like, but click on each one to adjust settings. They will automatically become visible in the Mudbox view, uncheck their visibility in the Object list to control the display of your model in Mudbox.
1. Use for fine sculptural details on any surface or large sculptural details on a relatively flat surfaces. Check how faceted the contours of your target model level is to decide on the resolution of the model to be sent to Maya. Normal maps can't fix the faceted contours.
If you need to set up a normal map texture manually in Maya, connect the file into your shader via Bump Mapping Section, but choose (Use As) Tangent or Object Space Normals.
Vector Displacement Maps:
1. Can be used on mesh of different resolutions/levels. The most accurate results would be with higher resolution meshes.
Sculpting with VDMs
You can sculpt a surface detail on a Plane Mesh (rename it to Source). Then create another blank Plane Mesh and use it as Target Mesh when extracting VDM. Then import newly made file as stencil or stamp and use accordingly.
In Extract Texture Map settings use: Relative or Absolute Tangent.
More detail available in this Digital Tutors tutorial.
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