Category Archives: mudbox

Mudbox MasterClass Texturing of the Uncharted 3 Cipher Disk

From the Autodesk University MasterClass, Naughty Dog’s Christophe Desse walks through using a Mudbox texturing pipeline for creating one of the Uncharted 3 game and cinematic assets creating a quick render in both mental ray for Maya and V-ray. From the CGMeetUp Description: In this mudbox Master Class video , Christophe Desse will take us [...]

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Mudbox Gigatexel Engine in the Mudbox 2012 SAP

With the new 2012 Subscription Advantage Packs of particular note is Mudbox’s new Gigatexel Engine which promises easy handling massive amounts of detail, where the video below shows 5 billion pixels running smoothly on a laptop. For more information on the Autodesk 2012 Subscription Advantage Packs, check out the page here. Mudbox 2012 Subscription Advantage [...]

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True 3D Painting in Mudbox 2012

Autodesk looks at the added flexibility in Mudbox 2012 for creating realistic texture maps by 3D painting on the model in the viewport using stencil projecting, clone, layer modes, and PTEX painting. From Autodesk’s Post: “This tutorial demonstrates the flexibility of the new tools in Mudbox 2012 for creating realistic texture maps. New features shown [...]

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Artists Guide To Mudbox 2012

Autodesk recently posted the Multi-Part training series from Digital Tutors “An Artists Guide to Mudbox” which is a project based approach covering a lot of the tools and techniques you might need to make Mudbox go. Continues…

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A Look At Working with Maya and Mudbox 2012

A new Post from the MayaHowTos channel which shows the workflow between Mudbox and Maya 2012 products, including how to transfer geometry and textures between Maya and Mudbox, a bit on how to sculpt and paint in Mudbox, and also transfering maps between meshes and how to sculpt and paint in Mudbox, and transfer maps [...]

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Bring Out Sculpted Detail With A Cavity Map In Mudbox

Craig Barr demonstrates bringing out fine details on sculpture surfaces in Mudbox using Cavity Maps. A Cavity Map is based on the concept of an Ambient Occlusion Map in the sense that it shades the cavities or crevices of a model…Cool stuff. Craig Barr shows how you can accentuate the fine detail on the surface [...]

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