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I am new to mudbox and am trying to paint a face.
My model is using the default lambert that was exported from maya, however, in mudbox the model has a lot of specular light bouncing off the face. I am trying to turn this down, so that it looks less like shinny leather and more like skin.
I cannot figure out how to do this, so far I have tried:
adjusting the lambert material, but the specular is already Black and changing that makes it worse
I have assign the Default material but it looks the same
I have replaced the directional light with a point light but that is basically the same
The only thing that appears to work is:
to create a simple blinn (which is the last thing that I think would work) - but this material doesn’t have paintable channels?
create a lit sphere material, but that seems to have limits on the layers
create a fixed function material, which the viewpoint freaks out when painting
Sorry for such a basic question, but mudbox doesn’t appear to be intuitive
OSX 10.5.8 , Mudbox 2010
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Just replace the imported lambert with a standard mudbox material. Then you can adjust the gloss and spec values or pain maps for them.
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my specular is black on my mudbox material, and still I see specular highlights, why? everything else is default, light etc.. is this intended?
thanks!
*edit* answer to own question: darken out the ‘specular 2’ channel.
Matt
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