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Roland Jeremy - Mudbox 2013 Cookbook

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Roland Jeremy Mudbox 2013 Cookbook

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Over 60 recipes to sculpt digital masterpieces like a modern Michelangelo

  • Create amazing, high detail sculpts for games, movies, and more
  • Extract high resolution texture maps to use on your low poly 3d models
  • Create terrain that you can walk on in a virtual world
  • Learn professional tricks that will improve your workflow
  • Whether you are opening Mudbox for the first time or the thousandth time, the techniques in this book will enable you to take your skills to a new level

In Detail

Mudbox 2013 Cookbook covers a variety of techniques that can be used to bring your imagination to life. You will be able to create detailed characters and environments like the ones found in games, movies, and on television. Each recipe is one more building block towards digitally sculpting your ideas into reality.

Mudbox 2013 Cookbook is written in recipes so that you can refer back to it whenever you seek help. The advanced techniques described in this book cover the whole spectrum of Mudboxs capabilities. With this book you will learn the foundational techniques in using Mudbox as well as more advanced ones

Mudbox 2013 Cookbook will guide the reader step by step through the process of creating brushes, sculpting, 3d painting, lighting assets, extracting normal maps, and many other techniques. If a recipe is too advanced for you then you can visit the suggested recipes listed at the end of the recipe to learn supporting techniques. Supporting images are used for readers who understand things more visually. Each recipe is rated for difficulty so that you can find techniques that line up with your skill level. Once you complete the beginner and intermediate recipes you will be able to move on to the more advanced recipes.

What will you learn from this book

  • Set up different lighting schemes to bring your characters to life
  • Record videos within Mudbox that can be used to enhance your portfolio, create your own tutorials, or to share your process with others
  • Create custom brushes that will enable you to replicate the look of any real world texture you choose
  • Various ways you can use stencils to quickly bring photo real qualities into your 3D sculpts and textures
  • Learn how to bring your 3D models in and out of Mudbox from Maya, 3D Studio Max, or any other 3D modeling package you use
  • Use a displacement map to sculpt depth into your models
  • Create tiling sculpts so that your extracted texture maps are seamless
  • Create a gold bar by recreating the properties of the real world material
  • Extract Ambient Occlusion maps to replicate the shadowing of the concave surfaces of your sculpt
  • Work seamlessly between Mudbox and Photoshop with layers intact
  • Enhance your scene with depth of field by using either viewport filters or the screen distance filter for use in Photoshop

Approach

Written in cookbook style, this book offers many recipes to learn digital sculpting with Mudbox. Each recipe contains step-by-step instructions followed by analysis of what was done in each task and other useful information. The book is designed so that you can read it chapter by chapter, or you can look at the list of recipes and refer to them in no particular order

Who this book is written for

This book is for 3D modelers and texture artists who are, or would like to be, working in the games, movies, product design, television, medical imaging, or advertising industries. By learning the techniques in this book you will be able to create next gen assets for the game industry, create realistic creatures and sets for movies, and add the fine details needed for medical images and animations. Whether you are an Environment Artist or a Character Artist there is much to learn from this book.

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Mudbox 2013 Cookbook

Mudbox 2013 Cookbook

Copyright 2012 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: September 2012

Production Reference: 1120912

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-156-7

www.packtpub.com

Cover Image by Jeremy Roland ( <> )

Credits

Authors

Jeremy Roland

Sagar Patel

Reviewer

Sergey Danchenko

Acquisition Editor

Wilson D'souza

Lead Technical Editors

Wilson D'souza

Dayan Hyames

Technical Editors

Jalasha D'costa

Manmeet Singh Vasir

Copy Editors

Alfi da Paiva

Laxmi Subramanian

Project Coordinator

Sai Gamare

Proofreaders

Maria Gould

Aaron Nash

Indexer

Rekha Nair

Production Coordinator

Melwyn D'sa

Cover Work

Melwyn D'sa

About the Authors

Jeremy Roland is a 3D Environment Artist who has worked for over 10 years in industries such as architecture, film, television, game design, and education. While studying at Virginia Commonwealth University, in both Computer Science and Communication Arts and Design with a focus in Kinetic Imagery, he began his career through an internship at the local ABC television station. Once the internship was over he moved on to the local NBC television station where he worked as a Production Assistant, a Motion Graphics Artist, and an Art Director for two years.

Once he left NBC, he moved out to the Bay Area in California where he began working in Architecture as a 3D Consultant. While continuing his consulting work as well as doing some side work creating logos for websites, he became a Lab Technician at the Academy of Art University in San Francisco. Jeremy soon began teaching modeling, texturing, and lighting classes at the academy and is currently the Lab Supervisor as well as a Teacher for the Game Design Department at the academy.

During his time at the academy he took off a few semesters to travel the world for eight months, as well as work for Golden Era Productions where he worked on films and other projects as both a 3D Artist and a Compositor. This contract job lasted about six months. On another semester off, Jeremy worked as a Visual Effects Supervisor on a music video for James Perry. While writing this book Jeremy was also juggling a full time job at the Academy of Art, a contract position as an Environment Artist at Rocket Ninja game company, and working as the Lead Technical Artist at a start up game company called Press Start. Throughout his career he has taken on many side projects, including writing this book.

My thanks go to my ever loving parents who I could never thank enough for what they've done for me. I would also like to thank Stine for putting up with my long hours of working. To all my colleagues and friends who I have learned from and enjoyed working and playing with. I would also like to thank myself for not giving up on anything I commit to.

Sagar Patel is currently a 2D and 3D Artist in the games industry. After working on multiple mobile games with Tall Chair, Inc. and CG related art with Aatma Studio, he became an Art Lead at Whitemoon Dreams, Inc. in Los Angeles, CA. Sagar is currently responsible for managing art and working with teams to maintain the vision of various properties in production.

About the Reviewer

Sergey "Treidge" Danchenko is a Digital Artist with a strong passion for 3D graphics and game development. He has worked for a number of game development studios and as a freelance 3D Artist since 2007. With a strong understanding of the technical side behind used technologies and tools, Sergey used his skills to discover non-standard solutions for using tools and his work as an artist. His other activities include partnership with NeoAxis 3D Game Engine developers and requested reviewing of relevant software products and books. More information about his work and latest news, tips, and tricks in 3D graphics, and game development is available in Sergey's blog at http://3dg.me.

I would like to especially thank my mother for her invaluable support in all of my endeavors.

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Preface

Sculpting software has changed the face of the 3D industry. Whether you are creating a character for the next Avatar movie or adding details to a post apocalyptic city in The Last of Us, 3D sculpting has become an essential tool for creating a level of realism in digital art that was much harder to achieve in the past. A couple of things that make Mudbox a better choice than other sculpting software is its ease of use, its industry-leading 3D painting tools, and its solid integration with other Autodesk products, which includes industry-standard software for 3D modeling and animation. Mudbox is also the first software to integrate vector displacement map extraction. This technology takes texture mapping one more step forward, similar to the introduction of normal maps which sparked the era of "Next-Gen" games. All in all, Mudbox is a powerful art creation tool that is only going to get better and more integrated with the industry's leading software.

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