This Timelapse covers the creation of a stylistic characetr head from a box and uses techniues more inline with traditional sculpting
A 50 minute speed sculpt timelapse of a creature head idea set to a load of songs of mine I wrote, recorded and played all instruments on 15 yrs ago. Again this uses traditional sculpting techniques.
A trailer for my upcoming DVD 'LIVE in Berlin' that will be available on mudboxhub.com. It's a mix of live footage and the screen caputred video from my masterclass at Studio Babelsberg at the Animago Film and animation awards on Advanced Mudbox
At the end of May 2009 I did a number of Mudbox MasterClasses at the 'End User Event in the Holland. This last session was done from nothing to final render in 55 mins to fill in for someone who couldn't make it to the event at the last minute.
It was standing room only at an invite only event. This is probaly the last 2009 video I'll release as a timelapse before 2010 comes out. Hence the name 'requiem' (plus the music has that word in its title). ;)
Its been a hell of a ride... This is now available in its full length uncut version as part of our subscription streaming service.
Wayne...
It was standing room only at an invite only event. This is probaly the last 2009 video I'll release as a timelapse before 2010 comes out. Hence the name 'requiem' (plus the music has that word in its title). ;)
Its been a hell of a ride... This is now available in its full length uncut version as part of our subscription streaming service.
Wayne...
A mess around in mudbox about 3 months back I forgot to upload
Some tips and tricks and gneral workflow guidelinews when using curves in mudbox 20o9
By popular request due to the many emails I've been getting of late here's a more detailed look in real time at how I knock out my 20 mins concept sculpts that I then go on to retopologise and develop further.
a concept bust done last night in 33 mins
a simple little trick of mine using an amb occ map.
Showing how to bake out and understand in detail ambient occlusion maps in mudbox 2009.
Made using a private advance internal beta of a future mudbox version. (Out side of normal beta testing.)
Made using a private advance internal beta of a future mudbox version. (Out side of normal beta testing.)
The only purpose of this video is to show you how to aproach setting up a mirrored UV set for games (or other reasons) using 3d max to simply get a normal map without any issues at all. If you try simply overlaying the left and right hand UV sets the you will in many cases run into problems as you are then effectily using overlapping UV's (which are a bit of a no-no for digital sculpting as a general rule.)So this video shows you what I think is the simplest way to approach this problem.
In this video in the QuickStart series I show how to take a mesh your sculpted and eihter extract a normal / displacement map for it, or recreate it perflectly using your retopologised mesh. in this way you can sculpt away form very low res bases and then bake these details into your retopped mesh to make for a better target for normla mapping or as a target for displacement maps in your target application. you can of course also continue to sculpt and get even higher polygon counts with a better flow.
Using a refeernce image with shadows and highlights is a bad way to go. So in this video I explain how to remove those to give a perfeclty flat lit image to make your texturing job easier.
One of a series of videos I've been asked to do for Autodesk's Mudbox 2009 release. This particular series are short tips based workflow videos showing how to do a number of lesser known things in Mudbox 2009. This one concentrates on showinghow to easily create tileable textures in Mudbox 2009 and tileable displacement maps.
Dave Cardwell from Autodesk and myself sat on Skype one night to work out an easy one click workflow for creating a layered PSD from alll the multiple textures mudbox creates. While working on other things this was what I came up wiht as a temporary solution. This should solve any pipeline issues people may ahve wiht the multiple textures and needing a layerd PSD. It can be done using any version of Photoshop after CS2, although we couldt not show CS3 in this video. (As I done own it) Once you use CS4 it get really easy to do.
Here's another demo vid I was asked to record by Autodesk showing the amazing real time normal map preview function added in Service Pack 1. Meaning you can paint on your llow res mesh while viewing your normal map as well as all your other maps in REAL TIME. Something that is not offered in any other application.
In this video in the QuickStart series we cover how to use Mudbox's 32 bit Painting ability to combine 2 32bit displacement maps. This is useful for times when you have an art director who likes the details from 2 different version of a sculpt and allows you to combine details quickly and with ease. (Incidentally you could also use similar workflow for correcting 32 bit maps by turning lights into flat mode and sampling the pixels you wish to use to paint. ;) )
Want to use all your photoshop brushes inside of mudbox 2009? No problemo!
I was asked to do this video that highlights Mudbox 2009's features as a painting and texturing application in relation to other similar apps such as Bodypaint and Zbrush by Dave Cardwell at Autodesk. It gives an overview of what I personally consider its strong points as well as letting you know someof teh new features to expect in the service pack due later in the year. There is now a verions for those of you with Apple iPhones so you can now watch it on the move. It shows the creation of the texturesfor an envirometal piece (at x2 speed) and while it doesn't cover every feature it does provide in one place the 'high points' of mudbox's texturing capabilities.
Here's another demo vid I was asked to record by Autodesk showing the amazing real time normal map preview function added in Service Pack 1.
Meaning fo course that you can paint on your low res mesh while viewing your normal map as well as all your other maps in REAL TIME. Something that is not offered in any other application.
Meaning fo course that you can paint on your low res mesh while viewing your normal map as well as all your other maps in REAL TIME. Something that is not offered in any other application.
This video complete the series that shows how to get 32 bit displacement in each of the Autodesk Main apps. This time around its the turn of Maya 2009.
Its shows not one, but two sets of settings to get perfect displacement every time. one for normal models and another for very, very finely detailed ones.
Its shows not one, but two sets of settings to get perfect displacement every time. one for normal models and another for very, very finely detailed ones.
This video shows how to set up a render of a model using a 32 bit dislacement map generated in Mudbox in vray using 3d studio max.
This video hows how to get your basic shapes for an ear blocked in pretty fast so that you are ready to refine it further.
an old timelapse of mine.
Take you a while to find the sweet spot in mud's depth of field filter? Not any more.
a simple little trick of mine using an amb occ map.
Dave Cardwell asked me to record this short video showing a temporary workaround for those of you who need to import a already painted (or partly painted) set of texture for a multi UV mapped model. A Maya Mel script will also be made available soon to help with getting multi UV textures back into maya in a very easy way from Autodesk.
This shows an easy to replicate way to capture the entire light rig of a scene and save it our as a high daynamic range image for use in Mudbox 2009. This enables you to get lighting that you never thought possible with a little thought and perperation.
This video covers a couple of the more prevelant user errors and their solutions. These errors aren't due to 'Mudbox' but due to what could be termed 'Pilot Error'.
In this video I show you how to set up 32 bit displacement maps on your models using 3d max with mental ray as your render engine. It was supposed to show a bug that catches out many new users, but I manage to find a work around on the fly during the video that is far simpler than the one I had planned to record.
This quick start video is rather topical this time. I thought I'd cover getting your mudbox 2009 32 bit displacement maps working well inside of XSI. It shows how to get the best quality out of your map in an easy to replicate way.
This is a idea I'd had for a while to try and replicate UVW2XYZ maxscript that unwraps your models polygons onto a flat surface to enable easier detailing. I thought this would be a useful workflow addition the example shown is very basic but it has a lot of very useful applications. If used on characters you can sculpt details that whole very challenging on a curved surface, that are suddenly a whole lot easier when sculpting on a flat one.