Monday, 12 March 2012

Sculpting - Player Ship - Mudbox


Autodesk Mudbox allows for a much similar operation when working with 3D Models and Textures like ZBrush. I personally found Mudbox to be much more user friendly in that upon initial startup, you can specify a paticular layout with hotkeys similar to what program you are most familliar with. This is especially useful as there is an option to choose a 'Maya-style' layout, saving considerably on confusion and making workflow between both programs much more flush and elegant.

Below you can see how I have approached sculpting the details onto the 3D model.


In the picture below it can be seen that the model is smoothed, while the base model is not. This method of adding multiple subdivisions to a simple object (and thereby turning it into quite a complex object) allows for a tremendous amount of detail to be added to the 3D model.

Mudbox does not just offer sculpting though, with full integration with Maya and a very easy transition pipeline for getting layers and information from Photoshop, this program really does offer a true all round solution, and it is one that I have found myself to be very comfortable in using.

 
Note the detail added above. Once this had been achieved covering the entire model as to how I desired it, it then became necessary to produce the maps that would add the finishing touches to the Player Ship's presentation within the game world.

Below you will be able to see, firstly the Normal map then followed by the Vector Displacement Map. These are generated in Mudbox according to the sculpting deformations that you make when working with a much higher subdivided version of the model itself. The imperative nature of creating well made UV maps is key to success here as the additional subdivides sit snugly within the original UV Map boundaries and this way do not intersect/interact in a negative way upon the vertex's surrounding them.

"Player Ship - Normal Map"

"Player Ship - Vector Displacement Map"

These final renders below were created utilising all the previous levels of production in creating this ship and its texture in a combined method. These high-quality renders should now correctly identify the end of a journey in terms of from initial concept to production finalised. 

Some textures do still need to be adjusted however these are simply cosmetic issues that can be fixed during a later phase of development. For now the bulk of the leg work is done on the Player Ship and it is ready for Rigging and Animation then finally it will be implemented with the code that was finalised on the Test Ship in the very early days of this games development cycle.

"Ship Render - Front/Side"

 "Ship Render - Back/Side"

"Ship Render - Underneath"


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