Posted: Aug 11, 2009
Category: Autodesk Mudbox, Mudbox2009 Workflows, Tips and Tricks, Tutorials
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Sample workflow creating surface details combining color texture work and sculpted displacements. A process for creating "cavity" like texture is also shown here.This workflow
could be used if you were creating color and displacement maps for rendering your mesh in Mental ray as a subdivision surface.
Videos & final image below:
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really nice one,
agree with oglu, i would like to see more about uv tile workflow.
Posted by skycastleMud on Sep 04, 2009 at 10:59 AM
"Thanks for this. One thing I didn't quite understand.. in part1, at 2:23 you use the option "sculpt model using disp map" and you go ahead and select a disp map - where has this
map come from?"
Remember that I painted the color texture. Then I saved the scene so the map was written to disk. Its that color map I used for the displacement. In this way you can get your
color map and displacement detail to align. When I used the Sculpt Model Using Displacement map the brightness of the color map is used by Mudbox to displace points on the
surface.
Posted by oglu on Aug 13, 2009 at 01:45 PM
dave used the colormap to displace the tree...
you can tweak the map in PS first to get cleaner results...
Posted by dominic alderson on Aug 13, 2009 at 12:50 PM
Thanks for this. One thing I didn't quite understand.. in part1, at 2:23 you use the option "sculpt model using disp map" and you go ahead and select a disp map - where has this
map come from?
Posted by oglu on Aug 13, 2009 at 11:59 AM
thanks for the vid dave...
maybe its time for some crazy painting stuff with 20 uv tiles...
cause the people out there dont know about the uv tile feature...