In this series of tutorials, we will go through the process of building and detailing a real-time crossbow using Softimage and Mudbox. When building 3D assets, the ability of your computer to manipulate those objects is limited, especially when dealing with very high resolution meshes. Because of this, we use 2D images, like normal maps, to simulate the high resolution detail in a way that we can more easily use. We'll begin by building the base geometry for our crossbow in Softimage. Once the base geometry is modeled, we will detail and paint the weapon in Mudbox. To finish up, we will generate maps for the color and sculpted detail before viewing our crossbow in Marmoset Toolbag. When you are done, you will have a better understanding of the workflow involved in building and sculpting high resolution props and set pieces with Softimage and Mudbox and creating usable assets from them. Software required: Softimage 2014, Mudbox 2014, Marmoset Toolbag.
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 tutors and Autodesk Authorized Publisher. In this series of tutorials, we're gonna go through the process of building and detailing a real time crossbow using soft massage and books building three D assets. The ability of your computer to manipulate those objects around is limited, especially when dealing with very high resolution mashes because it is used to the images like normal maps to simulate the high resolution detail in a way we can use more easily. Begin this process by building the base geometry for a crossbow in soft lodge wants. The base is modeled detail and paint the weapon in mud box and finish up will generate maps for the color speculator ity and sculpt detail before viewing our crossbow in marmoset to back. Now we near Daniel better understanding the workflow involved in building and sculpting high resolution props and set pieces with softer margin mud box for real time environments, creating musical assets from them. So it's going to get started by beginning to build up our base geometry