I am a Maya beginner. I also wanted to make realistic figures using mudbox and maya, so I came across your video. However, there are a lot of missing elements in your video, so I can't keep up. Can you show me the whole process of making in detail? (I don't speak English, so I used Google, please understand!)
i have always wondered why Autodesk can't just bundle Mudbox with Maya. seems like a waste of what i considered a convenient app since it felt just like Maya in terms of controls and navigation. but cool job though.
So i modeled my character in a low poly version with the correct topology but i havent sub divided yet my lecturer said to do that in mudbox and then retopologize in maya should i do the UVs on the low poly base model or do it after i subdivided in mudbox and then sculpt the high res detail? And how do i export the high res sculpt to keep it like at 50-100k faces its more for a movie type model not for games.
I find it easier to set up the UVs first on the low poly model, then port to Mudbox. Once you're done sculpting, you can then just import the .mud file directly back into Maya, or if you prefer you can export to alembic, FBX, or even just .obj.
great timelapse,i have 1 question, please help me, did you take concept model for retopology and then used for hi-res detail and then rendering with hi-poly model, right ? OR using low-poly model with hi-poly texture ? like bump map and displacesmap ?
I've had the problem that I don't know how to apply Shaders so they look like the final render. It is like different shaders in just one surface. I've tried using masks but don't get the same or even similar result. Does anybody know some readings or material about how to apply shaders in a complex way?
It depends really. Most often its a single shader with a 2D texture map that gets the final look, though you're right that in some cases its just different shaders applied to different parts of the model. Also, shaders are just one part of the equation - you also need to make sure you have good lighting (in particular, IBL / HDR lighting for realistic reflections and refractions).
It's possible, but you'd need a very high end machine. It's not that practical really. Typically what you'd do is make a low-res version, the use normal mapping to get the detail from the high-res one to the low-res one, then animate the low-res one.
@@anxhelo7383 buttons/functions are not unified. New windows/ hotkeys everytime new feature gets added. 3 different ways of saving a file.... list goes on
... and that is why making game assets takes ages for AAA games :-). If you indy game developer DO NOT FOLLOW this workflow, why: 1. Becouse it is to long 2. If you spend few days making one asset it is more likely that You will loose motivation and throw the project to the bin. 3. Indy games specialy your first version should be ready quickly so can test reception from users. 4. So when?... You can use this workflow if Your game is successfull and preparing sequel... Than it is worth it. :-)
Felt like I was watching a movie! Seriously master level lesson. Thank you!
Thanks a lot to share this kind of work!
I personally think everybody would love to see more of them!
Great to see Mudbox still being used.
I am a Maya beginner. I also wanted to make realistic figures using mudbox and maya, so I came across your video. However, there are a lot of missing elements in your video, so I can't keep up. Can you show me the whole process of making in detail?
(I don't speak English, so I used Google, please understand!)
So did you just dump the concept sculpt at the beginning for the low poly one you made with Quad Draw and then just sculpted over the top of that one?
03:37-03:42
Quad fill hole tool when?
whats the background music
Amazing work!
So much work on hair to see nothing in final render.
16:27 ngl that zombie do be lookin kinda fine wit that willin' hair on a stack
Fr tho 😂😂🔥💥
why not use "send to maya / send to mudbox" ?
Is mudbox better than blender in 2022?
The feeling of sculpting in mudbox is still superior even to zbrush.
Nice intricate detail. masterpiece
i have always wondered why Autodesk can't just bundle Mudbox with Maya. seems like a waste of what i considered a convenient app since it felt just like Maya in terms of controls and navigation. but cool job though.
Это профи😊👍
It's professional 😊👍
Im also uding Mudbox. Great tool.
You saved my life! Thx
So i modeled my character in a low poly version with the correct topology but i havent sub divided yet my lecturer said to do that in mudbox and then retopologize in maya should i do the UVs on the low poly base model or do it after i subdivided in mudbox and then sculpt the high res detail? And how do i export the high res sculpt to keep it like at 50-100k faces its more for a movie type model not for games.
I find it easier to set up the UVs first on the low poly model, then port to Mudbox. Once you're done sculpting, you can then just import the .mud file directly back into Maya, or if you prefer you can export to alembic, FBX, or even just .obj.
great timelapse,i have 1 question, please help me, did you take concept model for retopology and then used for hi-res detail and then rendering with hi-poly model, right ? OR using low-poly model with hi-poly texture ? like bump map and displacesmap ?
The final render shown in this video is the high-poly one, but there's no reason you can't do a displacement version as well.
@@Autodesk_Maya thank you so much
// Warning: Nucleus evaluation skipped, frame change too large // what is it ?
Dinushan Kapurubandara Right-click the Time Slider and set the Playback Speed to “Every Frame”.
Maya Learning Channel 🖤
Thank you
WOW!!!! This video is very helpful!!
It made me remember
Mudbox is the best,better than zbrush,real time shadow,after used layer you can add new subd level,zbrush cant do that
this is mind blowing
I've had the problem that I don't know how to apply Shaders so they look like the final render. It is like different shaders in just one surface. I've tried using masks but don't get the same or even similar result. Does anybody know some readings or material about how to apply shaders in a complex way?
It depends really. Most often its a single shader with a 2D texture map that gets the final look, though you're right that in some cases its just different shaders applied to different parts of the model. Also, shaders are just one part of the equation - you also need to make sure you have good lighting (in particular, IBL / HDR lighting for realistic reflections and refractions).
Can u animate this model...or not
I mean ..is it possible with this high poly
It's possible, but you'd need a very high end machine. It's not that practical really. Typically what you'd do is make a low-res version, the use normal mapping to get the detail from the high-res one to the low-res one, then animate the low-res one.
The whole process doesn't look complicated, but I'm pretty sure you can't make a model like his without a good understanding of human anatomy.
Wow great
Who needs zbrush messy UI to get some great work done
You right bro zbrush is good but too messy ui and stubborn complcated ui with no reason....mudbox is very easy and effiently use👍👍👍
on zbrush only modeling sucks. i dont know why u find the UI on zbrush messy
@@anxhelo7383 buttons/functions are not unified. New windows/ hotkeys everytime new feature gets added. 3 different ways of saving a file.... list goes on
@@keltart809 idk i never found those annoying. i like how zbrush works. dopends on ur prefferences
@@anxhelo7383 that's great for you.
Is Mudbox still alive ?
It is! Although the sculpting functionality has also been imported into Maya so you can also do this all in one app if you prefer.
@@Autodesk_Maya no.. not all the mudbox features is there..
@@Autodesk_Maya Is it same with The Maya LT?
@@jacksiangchong9789 You won't have XGen hair or the Arnold Renderer in LT, but otherwise yes!
@@Autodesk_Maya oh Nice!That's a great information to me! Thanks for replied me! I'm so happy with the Maya LT!
Hats off!
❤
Good one
... and that is why making game assets takes ages for AAA games :-). If you indy game developer DO NOT FOLLOW this workflow, why: 1. Becouse it is to long 2. If you spend few days making one asset it is more likely that You will loose motivation and throw the project to the bin. 3. Indy games specialy your first version should be ready quickly so can test reception from users. 4. So when?... You can use this workflow if Your game is successfull and preparing sequel... Than it is worth it. :-)
Or just use a base model and sculpt over it. 🙄
I doubt that modelers who can sculpt such high quality assets would get into indie at all. They are happy working for AAA titles.
Fantástico!
amazing...!!!!
14:23 :D
damn!!!
😍😍😍😍😍
Wow
In Mudbox Lots Of Bugs Retopo Feature Not Working Properly Please Fix This Bugs🙏🙏🙏
Otherwise Iss Mudbox Throw In Dustbin...😑😑
Thank You!!
dude you are so right about the bugs on the latest version. Last stable version was 2018.2 shame on you Autodesk
Oglu it's amazing, but the song for this video suc..! Thanks for the process.
🥺🥺🥺🥺😫😫😫😫😫😫
Freaky
rep
Amazing but that is not relaxing at all lol