Here are the pictures of the shaded and smooth shaded models: However, when the model was smooth shaded it looked a lot neater but with the added bonus of keeping the polygon count to a minimum. This was based on the lowest level layer of polygons so when it shaded the model looked a little jagged. It took me a few tries to get it right, but once I managed to import it correctly ( I found after reading ‘Introducing Mudbox 2013’ that I was using the wrong file types and so it wasn’t coming through to Maya) I had a wire frame model of the lizard. In order to do this, I had to extract the normal map and the high-resolution lizard.įirst I cycled through to the base polygon layer for the lizard model and extracted it to my memory stick and then I did the same for the high-resolution map. Once all the colouring in was completed, the next stage was to transfer the model from Mudbox and into Maya. I also created a second paint layer, which was called a gloss layer and painted over the eyes in order to make them look moist and shiny. I used a very dark grey colour in order to shade in the eyes. In order to do this I created a paint layer and used green for the top half of the body and an off white colour for the bottom half of the underside of the character model. ![]() I used the falloff modifier to change the depth of the impression made by the sculpting tool and used this reduced fall off to create a couple of random blemishes on the lizards feet, in order to give it an extra bit of realism. After I had done this I noticed that there was a button that allowed the user to mirror the geometry of the sculpting on the model. I then created two small holes for the nostrils. I did the same on the other side of the head. I then made the radius smaller again and used the sculpt tool without holding down ‘Crtl’ this created a raised impression which I would use for the eye. For the eyes I used the sculpt tool and changed the radius in order to create a sunken impression in the side of the face by holding down the ‘Crtl’ key. Once that was done i decided to give the lizard some basic facial features. I used a stencil which looked like an elephant skin to make it look like that the legs had been moving a lot and to show some of the wear and tear on the limbs. Once had added the skin texture, I used a stencil to add detail to where the limbs joined the body. I chose the brick texture stamp as I felt that this looked the most like a reptilian skin. In order to get the scaly texture for the lizards skin i used a stamp in conjunction with the sculpt tool to add detail to the upper-most polygon layer. The fact that there were more polygon layers meant a lot of detail could be added to the model disturbing the base layer, which could result in the whole model becoming distorted. For this model I increased the subdivision level to level 4, which meant that the number of polygons totaled 347648. In Mudbox you can create models that use a lot of polygons, that can be transferred to Maya with lower polygon numbers. The first thing that I needed to do was to add some more layers of polygons to the model. The first thing to do was to create a basic lizard model, for this I used one of the basic shapes that were already available in Mudbox, oddly enough I chose the lizard shape. You can find the website containing this image here: ![]() I used the above image from Animal Wallpapers Stack Photos as a reference image for the basic texture of the lizards skin and a couple of other things that I will explain as I go along. The first thing that I had to do was to look for a picture of a lizard that I could use as a reference: ![]() The idea of this is to really get a feel for the tools and processes that are available in Mudbox, in preparation for future use. For this brief, I had to create a lizard using as many of the tools in Mudbox as possible.
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