Monday, 7 April 2014

MudBox

Mudbox!!!

Mudbox proved to be a problem for this project and one good reason would be the inexperience for the program. Since this project has a given deadline there isn’t much time to waste. Because of such a large request and the lack of experience of modeling humans and then animating them sufficient time had to be appointed to animation and the stress test.

The model was exported out of 3ds max with a UVW Unwrap applied to it but there were errors in the model that took time to re model before a better object file could be created. Once the model was exported before it was imported some research was conducted to see if the model could be sculpted and re imported into 3ds max without any problems.

From the findings of research tutorials it is not wise to sculpt a 3ds max model because if it is required for animation or gaming the sculpting will affect the polygon count which will prove more difficult to animate and take even longer to render out.

So the only thing which could be done in Mudbox is to pain the model which was fine because painting in Mudbox is adding detail in a whole new way. After painting the model the layers can easily just be exported as bump maps, which would still keep a low polygon count and have a great effect on the model.

After importing the model into Mudbox it did prove difficult to paint because the model had to be painted in certain layers and the paint panel contained a lot of shades of different colours that made it difficult to choose for example a skin colour. As a summary even painting in Mudbox proved very difficult and a lot of time was wasted trying to learn the techniques and was eventually abandoned because of deadline issues.


The model will have image textures added to it so that the models will have realistic textures added to them which give them a more of a realistic feel to them, although this was not as intended this was the only other good way to colour the models created.

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