http://docs.autodesk.com/MBXPRO/2016/ENU/#!/url=./files/GUID-4875124C-E33E-4DFC-A1BF-B0092BBA2F17.htm
New features highlight:
Improved 8-bit painting
Improved painting on low-poly meshes
definitely a plus for Game artist
New UV edge bleed functionality
Avoid Edge Bleed Overlap
Keep these new features coming Autodesk.
Wednesday, October 14, 2015
Friday, September 4, 2015
Lunch Crunch sculpts
Weekly quick sculpt session at work. Very fun
all sculpted in mudbox from default head bust
all sculpted in mudbox from default head bust
Gringe
Groot from Guardians of Galaxy
Killer Croc from Batman
Garrosh Hellscream from WOW (missing horns)
Merman from He-man
Hunk the Scarecrow from Oz
LOTR -Snaga
TMNT- Tokka
Undead
Spiderman villain - Rhino
Sunday, August 16, 2015
Future of Sculpting in Maya/Mudbox - soooo good!
Autodesk Vision Series - Modeling
Keypoints:
- Adaptive Topology
- Boolean
- Planar Cut
- Using Curves to shape and define Hard edges
- Hair Combing like Fibermesh from Zbrush
- Deformers
- Kit-bashing
Can't wait to try this out. This is what I wanted for Mudbox for a long time, sculpting is gona be a lot more fun and less tidious. With this I will never have to use Zbrush again. Sorry If I offend any Zbrush Users.
But most likely this will be a Maya only thing. Meaning that Autodesk will eventually integrate all of mudbox and phase it out. Would be great if they have this for both.
Saturday, July 18, 2015
Cavity Map extraction in Mudbox
I would like to share my finding of how to extract Cavity maps in Mudbox which doesn't get covered very often in any tutorials out there.
Essentially its combining noth Craig Barrs Cavity method and Amir Abdaoui known as Choco edge highlight method to create the final Cavity map thats similar to the Cavity maps you get from Xnormals and Crazybump
Here is the result:
Steps
1) Select Mesh > Under UVs & Maps> Click New Operation
2) Check Ambient Occlusion Map
3) Add Selected on both Target Model and Source Model
4) Create the Cavity map first with the settings below in the first image on the left
You will have to adjust the Filter number to get best results. Cavity map should be set to 0.001 or
less
5) Goto Paint layers> Adjust Color by right clicking on Cavity layer. Purpose of this is to tone the white to neutral grey.
6)Next create the Edge Highlight Map with settings on the image on the right. Remember to set Filter to -0.001
7)Change the blending mode of highlight layer to Linear Dodge
8)Only Show both the Highlight layer and Cavity layer and nothing else> Export Channel Merged> Done you have your Cavity map.
I would like to extend my thanks to both Craig Barr and Amir Abdaoui for their methods which was essential to tutorial.
Essentially its combining noth Craig Barrs Cavity method and Amir Abdaoui known as Choco edge highlight method to create the final Cavity map thats similar to the Cavity maps you get from Xnormals and Crazybump
Here is the result:
Steps
1) Select Mesh > Under UVs & Maps> Click New Operation
2) Check Ambient Occlusion Map
3) Add Selected on both Target Model and Source Model
4) Create the Cavity map first with the settings below in the first image on the left
You will have to adjust the Filter number to get best results. Cavity map should be set to 0.001 or
less
5) Goto Paint layers> Adjust Color by right clicking on Cavity layer. Purpose of this is to tone the white to neutral grey.
6)Next create the Edge Highlight Map with settings on the image on the right. Remember to set Filter to -0.001
7)Change the blending mode of highlight layer to Linear Dodge
8)Only Show both the Highlight layer and Cavity layer and nothing else> Export Channel Merged> Done you have your Cavity map.
I would like to extend my thanks to both Craig Barr and Amir Abdaoui for their methods which was essential to tutorial.
Sunday, February 1, 2015
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