Freedom Reborn Archive

Community Forums => Artist's Alley => Topic started by: Kommando on June 12, 2007, 03:08:11 PM

Title: Playing with mud (box)
Post by: Kommando on June 12, 2007, 03:08:11 PM
Since Bunny's been out primming me, I've been playing with Mudbox

Latest project

(http://pro52.msshost.com/~unfluffy/Kpics/Vmask3.jpg)

And below is an ingame (Second Life) hood I made (Big image):

[spoiler](http://pro52.msshost.com/~unfluffy/Kpics/Sculpthoodimage.jpg)[/spoiler]
Title: Re: Playing with mud (box)
Post by: Mowgli on June 12, 2007, 06:22:59 PM
I don't know much about computer modeling, so I don't understand the graphic in the middle. The face looks great though. It reminds of that great mask in "V for Vendetta". Looks great!  :thumbup:
Title: Re: Playing with mud (box)
Post by: Kommando on June 12, 2007, 06:38:22 PM
Thanks.  Eventually that's what it will be when I can convince it to spit out a nice UVmap to work with.

(http://pro52.msshost.com/~unfluffy/Kpics/Vmask4.jpg)

Once I master the mapping, then the texturing should get better.
Title: Re: Playing with mud (box)
Post by: Kommando on June 18, 2007, 10:41:42 AM
Well getting the mask in game (Second Life) is a bat of a challenge.  Sculpt maps are new and SL doesn't like too much detail yet, so it takes a bit of coaxing.  Though It seemed to like it better when I went from a cylindrical map to a spherical map.

(http://pro52.msshost.com/~unfluffy/Kpics/KrimandV_001.jpg)

There's the mask with uploaded wireframes.  That's my avatar sporting the nifty sculpted Fedora I made which was supposed to be a Wrangler.  Thing about sculpt maps is that they have to be a square, and my UVmap looks like this:

(http://pro52.msshost.com/~unfluffy/Kpics/Vmaskwiresjpg.jpg)

Note the big black holes.  Second Life doesn't like those, so I have to do a few tricks to make it work, like move some vertices by hand, then select the sculpt area, bring it to another layer, then apply the Flaming Pear solidify filter.  Sometimes I have to cut out some anomalous pixels as well then guestimate and guassian blur the patched area so it imports right.  I might still try and re-import the mask again if I can smooth it out more.  Otherwise, I can probably get away with making a new texture.

Funny thing is, is that after doing the initial model in Mudbox, I exported it to an Obj file which I then imported to AC3D in order to correct the bounding box and generate the sculpt map.  I suppose if I bothered learning NIFscope I could probably slap V onto some male trenchcoat mesh, though I would have to cut the faces down from the 65536 its currently at.   :lol: