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

Posing a lamp cord by adding joints to your mesh


This recipe will go over the process of adding joints and posing a lamp cord using Mudbox's posing tools. In this recipe, we will be using the basic posing tools Create Joint and Pose. These tools will allow you to define an area of influence so you can rotate and/or move these areas of your mesh into your desired position.

Getting ready

To begin, you will need to import the Lamp.obj file from the code files of this book. If you would like to see the finished product you can open up the Lamp.mud file.

Once you've opened the Lamp.obj file, you will get a couple of dialog boxes that you can ignore. For example:

  • The first one will say that There are t-shapes in this mesh. When this pops up you can just hit OK.

  • Next, you will see a window saying there is a High-valence vertex and Non-manifold topology in the mesh. To ignore this message, just click on Keep this Mesh.

The reason we can ignore these messages is because we will not be subdividing this...