Asset Pipeline in Maya and Mudbox
In this series of Maya and Mudbox tutorials, we'll talk about the process of working on an asset using multiple applications - in this case Maya, Mudbox, and Photoshop. Software required: Maya 2015, Mudbox 2015, Photoshop.
What you'll learn
In this series of Maya and Mudbox tutorials, we'll talk about the process of working on an asset using multiple applications - in this case Maya, Mudbox, and Photoshop. We'll begin by using Maya's powerful modeling tools to create some base geometry for a Thor inspired hammer. We'll learn to create a simple UV layout and then use those UVs to create a texture map that can help us add sculpted detail very quickly. Once we have our geometry set up in Mudbox, we'll look at ways of adding carved detail using sculpt layers. We'll also paint texture maps for our objects and learn to add new geometry to our project as it progresses. Once we're done, we'll bake out normal maps and combine them with existing bump maps. Finally, we'll transfer our project back out of Mudbox to Maya. This Maya and Mudbox training will go quickly, so if you're interested in more basic training in any of the applications used, I would recommend starting with the introductions to the particular applications and move on from there. Software required: Maya 2015, Mudbox 2015, Photoshop.
Table of contents
- Building the Base Geometry 11m
- Creating a UV Layout 8m
- Transferring to Mudbox 4m
- Creating Textures with Photoshop 9m
- Creating Carved Insets 5m
- Adding Geometry to Our Project 9m
- Preparing New Geometry 8m
- Adding a Carved Symbol 5m
- Painting Color Textures 9m
- Painting Specular Maps 8m
- Painting Bump Maps 9m
- Adding an Incandescence Map 3m
- Baking Maps 5m
- Transferring Geometry 8m