Sunday, 13 November 2016

Moving from Maya to Mudbox for my Model

After I have finally finished unwrapped the model I have been working on for a while now. The next few parts will be to detail the model in Mudbox,  import a low and high poly version in Maya and 'bake' the high poly model on the low poly version with a normal map, just like the box last week.

This week, was trying to do as much as possible in Mudbox with the tools and techniques with as little time possible. Firstly, a while ago I had a problem that Maya and Mudbox's scaling are very different, because Mudbox down scales models massively. You can upscale the model with the scale tool in the select/move tools, the problem is that if you do not take notice of how much you upscale the model it can crash Maya if you re-import it. The other main point is that if you use something like the inverted sculpt tool, if you dig to deep in the mesh it distorts the polys in the dip. However a good way around that problem is to add a slight dip in the mesh and use the grab tool to pull the edges over the dip to make the valley seem sharper.

Since we are now trying to add detail, the main points for this model that I have to add cracks, dips, creases and adding rough rock textures all over the model. This going to take up the next week or two of modelling to get it done well enough. The main points of detail that I have begun to do and what I am going to do is add slight crevasses all over the mesh(as shown in the full view), deepening the cracks around the joints, use the stamps with the sculpt tool to add slight geometry with a rough look and add slight parts of plants across the mesh such as moss.

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