Sculpting Integration Concepts for 3ds Max and Mudbox

In this series of tutorials, we will discuss the concepts, techniques, and tools involved in using a sculpting workflow to build highly-detailed models. Software required: 3ds Max 2013, Mudbox 2013 SP1.
Course info
Level
Intermediate
Updated
Mar 11, 2013
Duration
1h 34m
Table of contents
Description
Course info
Level
Intermediate
Updated
Mar 11, 2013
Duration
1h 34m
Description

In this series of tutorials, we will discuss the concepts, techniques, and tools involved in using a sculpting workflow to build highly-detailed models. When building 3D models for games, film, or other applications, a high level of detail is often required. In order to achieve this detailed look, it's not always feasible to use more traditional 3D modeling methods, like moving points or adding edge-loops. In addition, meshes that are actually that detailed would be unusable because of their high polygon count. To get a detailed looking model while maintaining a workable poly count, a 3D sculpting application like ZBrush or Mudbox can be used. In this course, we will talk about the process of taking a low-resolution base mesh into a sculpting application for further detailing. For our example we will be using Mudbox. We'll talk about how the mesh should be prepared. We'll also cover the transfer of the geometry back and forth between applications. Then, we'll talk about sculpting methods as well as UV layout and map creation. Finally, we'll cover both manual and more automatic ways of setting up your sculpted assets back in 3ds Max. In the end, you'll have a great foundation in the purpose behind and methods involved in the subdivision sculpting process so you can begin to integrate it into your modeling workflow. Software required: 3ds Max 2013, Mudbox 2013 SP1.

About the author
About the author

Joshua is a devoted games author at Pluralsight. For years Joshua was a key author behind Digital-Tutors' (now a Pluralsight company) popular game engine training. As a kid, he had a passion for playing video games, which eventually developed into a fascination with the process of game creation. The question of "How'd they do that?" led Joshua on a quest to learn to make these games himself. Ever since then, Joshua has devoted his life to creating games, as well as teaching others to build their own fantastic video games.

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