In this course, we will use Mudbox and 3ds Max to build and detail a bladed weapon. While 3ds Max is great at creating models very quickly and efficiently, Mudbox excels at interactively sculpting complex detail. By using these two packages in conjunction, we can leverage their respective strengths to quickly create a cohesive digital asset. After building our base geometry of our sample project, a bladed weapon, and adding UVs in 3ds Max, we'll take the geometry into Mudbox to begin sculpting. We'll add a variety of detail, as well as using Channel painting to create textures for the color and specularity of the models. We'll also output normal maps and ambient occlusion maps. Finally, we'll put everything back together in 3ds Max. Upon completion, you be able to create your own weapons or props using these two powerful programs. Software required: Mudbox 2009 and up, 3ds Max 2010 and up.
Justin thrives as a lead modeling author at Pluralsight. Growing up, Justin found a deep interest for the computer graphics industry after watching movies like Jurassic Park, Toy Story and The Abyss. His ambition would lead him to work at Sony Imageworks in Los Angeles on movies like Monster House and Surf's Up. Justin has also had numerous articles, tutorials and images published in 3D World and 3D Artist.
Introduction and Project Overview [Autogenerated] Hello. I'm Justin, with digital tours and on a desk authorized publisher. And in this series of lessons, we're going to use three D s, Max and Mud Box together to build a detailed bladed weapon. And while three it's Max is great at creating models very quickly and efficiently, Mud Box really excels at interactively sculpting complex detail. By using these two packages in conjunction, we could leverage their respective strengths too quickly. Create a cohesive digital asset. We'll use a bladed weapon to illustrate the tools and techniques that will allow you to create your sets. Crops. Characters using three D S. Max box together after building our base geometry and creating TV's in three years, Max will take those objects into mud box to begin sculpting. We'll add a variety of detail to the models, as well as using channel painting box to create textures for the color and speculate. Artie of models. Also look at how putting normal maps and inclusion and finally come full circle and put everything back together in three years. Max. So with that, let's go ahead and get started