Sunday, October 11, 2009

Mudboxing the Pumpkins

This past week, I brought the pumpkins into Mudbox to paint some hi-res maps. I'm very pleased with the results.

Here's the low poly base mesh. Keeping things low poly has made modeling blendshapes and other rigging tasks much easier. It also makes for a super-fast animation environment.
Base Mesh

Here's the model with a basic Maya polySmooth. It'll stay turned off while I'm animating, and I'll set the subdivision levels differently for different render layers. Level 1 should suffice for shadow casting. Level 3 for the character layer, etc.
Poly Smooth

Here it is with the normal map:
Normal Map

For the fine detail, I ended up layering a bump map on top of the normal map. I generated the base texture procedurally in Maya, baked out a file texture, and touched it up in Mudbox.
Normal Map + Bump Map

And here it is fully rendered with the color and specular maps, a combo of Mudbox and Photoshop work.
Fully Rendered

I think it's cool to see the progression from base mesh to rendered pumpkin.

I'm really happy with how the character turned out, and I'm psyched to start churning out some rough renders of some of the shots.

It was great to finally get a chance to dive into the Mudbox workflow - getting the models and maps in and out of Maya and Photoshop. I'm looking forward to using it more. Hopefully I'll have some Mudbox related Tips of the Week in the near future.

1 comments:

John said...

Paul, love the progression and I think the finished product is spectacular. Can't wait to see the end-result at some point down the line!