Using Mudbox for architectural visualization?


#1

Hello everybody :slight_smile: Ive just seen some scenes,tweaked and textured in Mudbox,and I wondered will it work good for adding some detail into architectural visualizations?I mean things like damage,cuts,roughness and other things like this.I tried to do these things by myself by exporting geometry from max to mudbox,but the results are close to nothing :) And I need some advices how to start.I searched for a tutorial on this,but I found only tutorials for human/creature modeling.I hope you can help me with examples and directions what I need to learn :) I was exploring the sculpting tools and I think you can do a lot of nice stuff with them.So Im looking for starting point here :slight_smile: Thanks a lot in advance.
And sorry for my poor eglish :slight_smile:


#2

check out the vids from wayne… think this would give you an good start…

and here a demo from andrew…
http://mudbox3d.com/movies/2009_bathroomWeb.htm


#3

Its really a start :) Thanks And I have one lame question-where can I find this sort of brushes ? [[img]http://img213.imageshack.us/img213/3972/61020858kc9.th.jpg[/img]](http://img213.imageshack.us/my.php?image=61020858kc9.jpg) And another,also lame :) Why when exporting mudbox geometry to max its so low poly?


#4

these are the standard brushes…
and you can export every level you want…


#5

The choices you have to export your geometry from mudbox to another app are:

1 - export the highest level (but at very high polygon counts thats going to be hard to handle especialy if you need to skin rig and animate a character.)

2 - Use your low res mesh in conjunction with either a normal or displacement map. While a displacement map recreates your high res model as you saw it in mudbox at render time and changes the silhoutte of the model, a normal map takes the normals from your high res mesh and applies them to your low res mesh. This means that as it does not change the sillhoutte of your model you have to bear that in mind.

So the use of normal or displacement maps are the realistic choices you have. Which you use depends greatly on what your models is used for and in what way its being rendered (real time or non real time.) Hope that helps.

Wayne…


#6

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