Tuesday, May 3, 2011
Mudbox mayhem
Through the course of this project, Mudbox has done some really incomprehensible things. I screencapped some of them.
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| I tried to pan around and part of the head disappeared. |
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| Also tried to pan and the hair piece became a spiny mass. |
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| Clicked once, everything became jagged. Shortly after this the entire computer crashed. |
Monday, May 2, 2011
UV documentation continued
I think I found a solution, sort of. First I sent the hair piece to Maya.
Then I opened up the UV editor in the Windows menu, selected the object, and mapped the UVs. I did Automatic mapping for the sake of time because this was an experiment on my part, but laying them out will probably make it look nicer.
Then I re-imported it to Mudbox and repeated the export as PSD step. This time I had the UV layout I mapped, which had less overlapping of faces. This is the new result.
Then I opened up the UV editor in the Windows menu, selected the object, and mapped the UVs. I did Automatic mapping for the sake of time because this was an experiment on my part, but laying them out will probably make it look nicer.
Then I re-imported it to Mudbox and repeated the export as PSD step. This time I had the UV layout I mapped, which had less overlapping of faces. This is the new result.
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| Less streaking on the rings |
Documentation about UVs
Doing textures in Mudbox must not be like doing them in Maya at all. I found a way to export things as PSDs in the UV view, so I tried it for the hair because I thought it might be easier.
And I made something in Photoshop that I would have liked to use for the hair.
But I can't import the .tif file in. What I can do it import channel from PSD (right below export) but that gave me some weird results.
And I made something in Photoshop that I would have liked to use for the hair.
But I can't import the .tif file in. What I can do it import channel from PSD (right below export) but that gave me some weird results.
Tuesday, April 26, 2011
Character progress
I tried working with the hair in two different ways. First I tried to make a hairpiece from a sphere in Mudbox.
Greg asked if it might be easier to extrude the tentacles in Maya, so I gave it a shot.
Also, if anyone needs to know how to import from Maya to Mudbox, you have to export the Maya model as an FBX. Mudbox can't open ma or mb files.
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| Getting the tentacles to bend was difficult |
Greg asked if it might be easier to extrude the tentacles in Maya, so I gave it a shot.
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| Polygon wig |
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| The imported hair. It still needs work but hopefully it will be easier to mold. |
| File -> Export Selection -> FBX export |
Monday, April 25, 2011
Mudbox character
I managed to successfully digitize my clay model and import it to Maya/Mudbox. It was kind of wobbly-looking in Maya but converting it to polygons smoothed it out some.
Importing it to Mudbox wasn't hard. Making it look not terrible kind of is.
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| Nurbs curves lofted, looking like melty ice cream |
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| Polygon model proxied |
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| What it first looked like |
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| Current progress. I don't know where the hole in the head came from but I plan to cover it with hair. |
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| I tried moving the view around and suddenly the top of the head was gone. I'm not sure why. |
Tuesday, April 12, 2011
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