Monday, 6 April 2020

Toolkit 2: Mudbox Tutorials (Part 3)

After fixing the glitching issue with the knife and modelling, I decided to do some more work on the finer details of the head and helmet models.




Stamps were used to create a pore effect on certain areas of the skin such as the nose, cheeks, and neck.


A stencil was then created by opening the exercise files and selecting the wood image. This was done by choosing the 'stencil' icon in the top right toolbar.


Using the stencil to create a wooden texture on the helmet.



Looking at the settings to retopologize the horn model.


Opening the auto horns model.


Creating curves on the horns using the 'Create Curve' tool to help with retopologizing.


 The 'Curve Loop' tool also achieves a similar effect, but allows the user to draw a line directly through the model. This prevents the user from having to essentially freehand draw the curve around the object.


Opening the example curves put in place and turning some of them to 'hard constraints' as guidelines for where harder edges must stay in place when retopologizing.



Looking at the result:


Opening up the example model to begin to look at Displacement Maps. 


Creating a Displacement Map for the helmet. 


Displacement Map results:



Extracting a Normal Map of the head model:


Normal Map result:


Extracting an Ambient Occlusion Map from the helmet:


Looking at the example Cavity Map created to add finer details to the model.


Looking at different paint tools and what they do; the 'Paint', 'Airbrush', and 'Pencil' tools are to apply colour to a model, the 'Projection' tool allows a stencil to be used on a model, the 'Dodge' and 'Burn' tools will lighten and darken textures respectively, the 'Hue', 'Invert', and 'Hue Shift' tools will affect the hue of a texture, the 'Clone' tool will copy a specified section of a texture, and the 'Contrast' and 'Sponge' tools will increase and decrease the saturation of a texture respectively.


The Paint Tools toolbar.


Looking at how colours can be applied in different methods by the colour wheel options. The first is the ring;


The second is the spectrum:


The third is the image option, which allows an image to be uploaded such as a photograph and for the user to colour pick from it.


The blend option:


The numeric input function allows a user to input colour codes to be used, and the colour palette options allow for a user to store different colours that they are using for later use.


Using the 'Projection' tool with the grass stencil as an example.


Selecting the 'Flood From Camera' option allows the stencil selection to be filled in a similar way to the fill bucket function on other programs.


The 'Dry Brush' tool allows the user to paint on the topmost 'altitudes' of a sculpted object. In the case of this rocky texture, the shapes that bulge the furthest are painted across.


When the 'Ctrl' button is held of the 'Inverse' checkbox is ticked, the 'Dry Brush' tool will instead paint across the lowest parts of a sculpted model.


When applying texture painting to a character model, it can be flattened into a UV view by pressing 'Alt' and 'T'. The 'Flatten to UV Space' option can also be selected to achieve the same effect.


The opposite side of the model, whether flattened or not, is not usually visible to the user. When flattened in a UV space, the reverse of the model can be seen when 'Shift' and 'B' are pressed together.


When clicking the 'Front' face of the cube in the top right corner, the view will move to be a flat front view of the UV.


The Cavity Map provided in the example allows the user to see where exactly the face of the character is for easier texturing.


The UV map can be painted on. In this case, the 'Projection' tool was used.


To return the model back to its original form, the 'Alt' and 'T' buttons can be pressed again.


Setting up PTEX by moving down to the lowest level on the model.


Preparing the mesh for painting with PTEX.


Resolution can be increased and decreased depending on how detailed and refined the model's textures need to be. 


Continuing to set up PTEX and painting freely on the model - UVs are not used for this process, and they can be painted on with any of the tools like an ordinary model.



Opening the horn models and turning on their textures.


Transferring paint layers from the original horn models to the auto horn models.


Completed transferral of paint layers.


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