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Tips and Tricks: Generating Cavity Maps in Mudbox

Posted by Craig Barr, 13 October 2011 8:00 pm

I wrote a short Q&A article for 3D World a few months ago describing the benefits in any sculpting workflow (especially for creatures) for using Cavity Maps. Andy Price, the Online Editor for 3D World, reposted it recently, so I thought I should spread the word here.
Cavity Maps can define the finite detail of your sculpt and really add that finite nitty gritty that can really make the difference between a nice sculpt and a fantastically detailed sculpt. The power of generating several iterations of Cavity Maps and then blending them and altering them is something that Mudbox excels at. Don't be afraid to generate very dark and finite maps and then use the blending and opacity in the paint layers to tone them down (you can also send them to Photoshop and use anything and everything available there!). Producing cavity maps in various colours is always useful for producing different skin effects and tones.


The full article can be read on the 3D World site here.


Below is an accompanying video that provides a workflow to work with Cavity Maps.

 

 

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2 Comments

irobert

Posted 13 October 2011 10:35 am

Great stuff. Thanks!

Hazmondo

Posted 13 October 2011 2:12 pm

Hey Craig,

First of all; I really liked the tree troll series that you did for 3D World, big help!

My question is this: are Ambient Occlusion / Cavity maps only rendered out for compositing use, or if you've already sculpted a model and have an Occlusion map, can they be be put into a material channel input in a 3D package like Maya or Max to be used in the scene before it's rendered out?

Thanks,
-Harry

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