Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 15-11-2011 , 05:31 AM
Perennial Noob
Join Date: Nov 2011
Location: Durham, NC
Posts: 9

Mudbox poly-count workaround

I have mulled on this idea for a while now and need to know if anyone else thinks it might work.

People seem to prefer ZBrush because it can handle more polys than Mudbox. I prefer Mudbox because of its ease of use. To get around the poly count hurdle, I have thought of a workaround.

Assuming you are working on a person, could you separate the head, arms, and legs from the torso and lay out the UVs for the separated pieces individually and save them as individual .objs. Import these into Mudbox one at a time and subdivide until your computer can't take anymore and sculpt to your hearts content.

To avoid abrupt edges, you could save a ring of polys as a bridge between the pieces and sculpt those with their coresponding pieces, i.e. head piece + neck bridge then torso + neck bridge + arm bridges + leg bridges, etc. After sculpting, export the normal or displacement maps.

Back in Maya, re-connect the pieces and construct a material using the individual maps. What would be the best way to assemble the maps in a material?

It may not even need to be as complex as my example. It's a best, worst-case scenario. Sound feaseable?

# 2 15-11-2011 , 07:57 AM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
Why not plan you model better so you have more mesh where you need it (face area hands) do this in maya before you export to mudbox............dave




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# 3 15-11-2011 , 08:45 AM
Registered User
Join Date: Sep 2011
Posts: 55
Partially i agree with you Dave, but what about palms and face of the model which seem to require smaller and larger count of polygons than the chest area and the torso ?

# 4 15-11-2011 , 09:38 AM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
I think it depends on what you are modelling and how close your shot are going to be on a part of your model, realy close shots are normaly of the face and hands unless you are making some kind of monster.........dave




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