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Playing with mud (box)

Started by Kommando, June 12, 2007, 03:08:11 PM

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Kommando

Since Bunny's been out primming me, I've been playing with Mudbox

Latest project



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

[spoiler][/spoiler]

Mowgli

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:

Kommando

Thanks.  Eventually that's what it will be when I can convince it to spit out a nice UVmap to work with.



Once I master the mapping, then the texturing should get better.

Kommando

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.



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:



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: