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Advanced Sculpting Features

Mudbox Advanced Sculpting

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This page covers some more advanced features of Mudbox which are really handy to know.

1. Sculpt Layers for adding and blending details
2. Mirroring Objects without going back to Maya
3. Assigning Basic Materials
4. Using Stencils for painting and sculpting
5. Isolating Areas to hide unwanted parts of the model or for speeding up scenes
6. Setting up lights in Mudbox. 90

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1.1 – Sculpt Layers
2.1 – Mirroring Objects
3.1 – Assigning Materials
4.1 – Stamps Stencils
5.1 – Isolating
6.1 – Light Setup

[/minti_iconbox][minti_iconbox icon=”fa-pencil” style=”1″iconcolor=”accent” title=”Instructor”]

Andrew Silke

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[/vc_column][vc_column column_padding=”no-padding” text_color=”dark” text_align=”left” width=”2/3″][minti_spacer height=”20″][minti_title align=”left”]How to Use Sculpt Layers In Mudbox (7 mins)[/minti_title][vc_column_text]Sculpt Layers are very handy in Mudbox. We may think of Sculpt Layers as Blend or Morph shapes as essentially they’re the same thing.
A few things to know about sculpt layers.

1. Are locked to the current level (density of polygons)
2. Are a great way of trying out changes on our mesh without destroying the original sculpt
3. Can be very handy while sculpting displacement map details. We can use the layers to combine different areas/bumps and blend them together.
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[/vc_column_text][/vc_column][/vc_row][wpanchor id=”1.1″][vc_row bg_color=”#ffffff”][minti_toggle title=”Video 1.1: How to Use Sculpt Layers In Mudbox (7:33 mins)” open=”false” icon=”fa-film”][vc_column width=”1/1″ bg_color=”#ffffff”] [/vc_column]
[iframely]http://www.youtube.com/watch?v=jrwX_hsA2kM[/iframely][vc_column width=”1/3″ bg_color=”#ffffff”][minti_spacer height=”25″][/vc_column][vc_column width=”2/3″ bg_color=”#ffffff”][minti_spacer height=”25″][minti_iconbox icon=”fa-edit” style=”1″ iconcolor=”accent” title=”Video Notes”]

Sculpt Layers are very handy in Mudbox. We may think of Sculpt Layers as Blend or Morph shapes as essentially they’re the same thing.
Sculpt layers are found in the Layers tab at the top right of screen.
A few things to know about sculpt layers.
1. Sculpt layers are locked to the current level (density of polygons) so if we move up and down through different levels (page up/down) we will not be able to sculpt on our layer.
2. Sculpt layers are a great way of trying out changes on our mesh without destroying the original sculpt, we can use the layers to compare and even tweak the strength of the sculpt layers for different effects.
3. Sculpt Layers can be very handy while sculpting displacement map details. We can use the layers to combine different areas/bumps and creases of our model and then blend them all together later with individual control over each layer.
4. Sculpt layers are very handy for creating facial blend shapes, just sculpt on the base layer (level 0) and we can create morph/blendshapes for our animations in other programs such as Maya.60

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[/vc_column][vc_column column_padding=”no-padding” text_color=”dark” text_align=”left” width=”2/3″][minti_spacer height=”20″][minti_title align=”left”]Mirror Objects in Mudbox (1 mins)[/minti_title][vc_column_text]Mirroring objects is very easy…
1. Select the object we want to mirror (right click on the object > select model)
2. Duplicate the Object (right click on the object > duplicate object)
3. Flip the Object (right click on the object > flip mesh > x)60
[/vc_column_text][/vc_column][/vc_row][wpanchor id=”2.1″][vc_row bg_color=”#ededed”][minti_toggle title=”Video 2.1: Mirror Objects in Mudbox (1:54 mins)” open=”false” icon=”fa-film”][vc_column width=”1/1″ bg_color=”#ededed”] [/vc_column]
[iframely]http://www.youtube.com/watch?v=DicmG6e-yGo[/iframely][vc_column width=”1/3″ bg_color=”#ededed”][minti_spacer height=”25″][/vc_column][vc_column width=”2/3″ bg_color=”#ededed”][minti_spacer height=”25″][minti_iconbox icon=”fa-edit” style=”1″ iconcolor=”accent” title=”Video Notes”]

Mirroring Objects

Mirroring objects is very easy…
1. Select the object we want to mirror (right click on the object > select model)
2. Duplicate the Object (right click on the object > duplicate object)
3. Flip the Object (right click on the object > flip mesh > x)

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[/vc_column][vc_column column_padding=”no-padding” text_color=”dark” text_align=”left” width=”2/3″][minti_spacer height=”20″][minti_title align=”left”]Assigning Materials (5 mins)[/minti_title][vc_column_text]To Assign Shaders…
1. Right Click on the object > assign new material (or assign existing materials)
2. It’s safe to use Mudbox materials as they have most settings.
2. Materials all belong in the Object List so that’s where we can change their properties.
3. Material presets can be found in the lower right tab under “Material Presets”, select the material to change in the object list and then click on a preset to change it. 60
[/vc_column_text][/vc_column][/vc_row][wpanchor id=”3.1″][vc_row bg_color=”#ffffff”][minti_toggle title=”Video 3.1: Assigning Materials (5:04 mins)” open=”false” icon=”fa-film”][vc_column width=”1/1″ bg_color=”#ffffff”] [/vc_column]
[iframely]http://www.youtube.com/watch?v=wvNhGsqJ4Fk[/iframely][vc_column width=”1/3″ bg_color=”#ffffff”][minti_spacer height=”25″][/vc_column][vc_column width=”2/3″ bg_color=”#ffffff”][minti_spacer height=”25″][minti_iconbox icon=”fa-edit” style=”1″ iconcolor=”accent” title=”Video Notes”]

To Assign Shaders…
1. Right Click on the object > assign new material (or assign existing materials)
2. It’s safe to use Mudbox materials as they have most settings.
2. Materials all belong in the Object List so that’s where we can change their properties.
3. Material presets can be found in the lower right tab under “Material Presets”, select the material to change in the object list and then click on a preset to change it.

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[/vc_column][vc_column column_padding=”no-padding” text_color=”dark” text_align=”left” width=”2/3″][minti_spacer height=”20″][minti_title align=”left”]Stamps and Stencils (8 mins)[/minti_title][vc_column_text]Stamps and stencils allow us to use image maps to detail our models.

Stamps – Move with the brush
Stencils – stay with the camera

Stamp settings are found under the brush settings. Stencil settings are found by clicking on the individual stencils.

Vector Displacement Maps are a special type of image map which move the polygons in diagonal as well as straight up and down directions.

Please note Vector Displacement Maps often need a very strong strength settings close to 100.[/vc_column_text][/vc_column][/vc_row][wpanchor id=”4.1″][vc_row bg_color=”#ededed”][minti_toggle title=”Video 4.1: Stamps and Stencils (8:09 mins)” open=”false” icon=”fa-film”][vc_column width=”1/1″ bg_color=”#ededed”] [/vc_column]
[iframely]http://www.youtube.com/watch?v=eNEqssTEY2c[/iframely][vc_column width=”1/3″ bg_color=”#ededed”][minti_spacer height=”25″][/vc_column][vc_column width=”2/3″ bg_color=”#ededed”][minti_spacer height=”25″][minti_iconbox icon=”fa-edit” style=”1″ iconcolor=”accent” title=”Video Notes”]

Stamps and stencils allow us to use image maps to detail our models.

Stamps – Move with the brush
Stencils – stay with the camera

Stamp settings are found under the brush settings. Stencil settings are found by clicking on the individual stencils.

Vector Displacement Maps are a special type of image map which move the polygons in diagonal as well as straight up and down directions.

Please note Vector Displacement Maps often need a very strong strength settings close to 100.

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[/vc_column][vc_column column_padding=”no-padding” text_color=”dark” text_align=”left” width=”2/3″][minti_spacer height=”20″][minti_title align=”left”]Isolate For Speed Improvements (1 mins)[/minti_title][vc_column_text]Hiding Areas for better Performance with High Poly Counts

Display > Isolate is the way we can view just a portion of our model easily, hiding unwanted details.

To do this more easily

1. Select some polygons (v) under the Select/Move Tools tab, or select an object
2. right click on the object > Isolate
3. To unhide, right click on the object > Isolate (again) 60
[/vc_column_text][/vc_column][/vc_row][wpanchor id=”5.1″][vc_row bg_color=”#ffffff”][minti_toggle title=”Video 5.1: Isolate Areas (1:20 mins)” open=”false” icon=”fa-film”][vc_column width=”1/1″ bg_color=”#ffffff”] [/vc_column]
[iframely]http://www.youtube.com/watch?v=_UlY-CSOSt8[/iframely][vc_column width=”1/3″ bg_color=”#ffffff”][minti_spacer height=”25″][/vc_column][vc_column width=”2/3″ bg_color=”#ffffff”][minti_spacer height=”25″][minti_iconbox icon=”fa-edit” style=”1″ iconcolor=”accent” title=”Video Notes”]

Hiding Areas for better Performance with High Poly Counts

Display > Isolate is the way we can view just a portion of our model easily, hiding unwanted details.

To do this more easily

1. Select some polygons (v) under the Select/Move Tools tab, or select an object
2. right click on the object > Isolate
3. To unhide, right click on the object > Isolate (again)

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[/vc_column][vc_column column_padding=”no-padding” text_color=”dark” text_align=”left” width=”2/3″][minti_spacer height=”20″][minti_title align=”left”]How to Setup Lights (5 mins)[/minti_title][vc_column_text]All the lights for a scene are found in the object viewer. Click on the light in the viewer to see it’s settings. We can

1. hold L and click and drag in the view port to change the direction of a light.
2. Adjust manipulator on off, detach the light from the camera, switch on shadows while the light is selected
3. Create new lights from the create menu create > lights
4. Lighting presets are found in the Lighting Presets tab, bottom right of screen and we can create our own. The default setting resets lights back to normal.60

We can also switch Ambient Occlusion, Cavity Occlusion, depth of field and other viewport display modes under the “Viewport Filters” tab which is under the object list tab. [/vc_column_text][/vc_column][/vc_row][wpanchor id=”6.1″][vc_row bg_color=”#ededed”][minti_toggle title=”Video 6.1: How to Setup Lights (5:03 mins)” open=”false” icon=”fa-film”][vc_column width=”1/1″ bg_color=”#ededed”] [/vc_column]
[iframely]http://www.youtube.com/watch?v=4QLY3Zf5fB0[/iframely][vc_column width=”1/3″ bg_color=”#ededed”][minti_spacer height=”25″][/vc_column][vc_column width=”2/3″ bg_color=”#ededed”][minti_spacer height=”25″][minti_iconbox icon=”fa-edit” style=”1″ iconcolor=”accent” title=”Video Notes”]

All the lights for a scene are found in the object viewer. Click on the light in the viewer to see it’s settings. We can

1. hold L and click and drag in the view port to change the direction of a light.
2. Adjust manipulator on off, detach the light from the camera, switch on shadows while the light is selected
3. Create new lights from the create menu
create > lights
4. Lighting presets are found in the Lighting Presets tab, bottom right of screen and we can create our own. The default setting resets lights back to normal.

We can also switch Ambient Occlusion, Cavity Occlusion, depth of field and other viewport display modes under the “Viewport Filters” tab which is under the object list tab.

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