Book Image

Mudbox 2013 Cookbook

Book Image

Mudbox 2013 Cookbook

Overview of this book

"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 Mudbox's 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.
Table of Contents (16 chapters)
Mudbox 2013 Cookbook
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface

Painting a rock Specular map


This recipe will show you how to paint a rock Specular map onto your model. The Specular map plays a large part in how an object reacts to light, by controlling the highlights that are revealed when light hits the object. The type of object you are creating will guide you in how to handle the Specular map. For example, if you are creating a dielectric material (such as plastic, clay, and other nonelectric conductors), then your highlights will be a neutral value, lacking color. If you are creating a conductive material (such as bronze or other metals), then the specular highlight will be altered by the material.

Getting ready

We will start by importing the Rock.obj file present in the code files of this book.

If you are using a model of your own, then you need to make sure that your object is UV mapped, so that what you paint is not stretched or inconsistent with its resolution.

How to do it...

  1. 1. Click on the Paint button under the Layers tab, and right-click to...