Here is the next part in my 3D model tutorial series (part 1, part 2, part 3). This part covers sculpting the high-detail model that will later have its detail "baked" into a normal map to be used on a low-polygon model. Here is the base model:
And here is the sculpted high-detail model:
I have recorded a timelapse to show what the work of this step entails. You can check it out in HD here.
I exported the base mesh from 3D Studio Max into Mudbox using the .obj format. Once in Mudbox I subdivided the mesh four times, bringing the polygon count to about two million. It's actually very simple. Using a sculpting program like Mudbox doesn't involve a lot of technical details. You just kind of add bumps or smush things around using various tools until it looks right!
The next part will be about baking the normal map onto the low-polygon model. How much do you guys already know about normal mapping? I need to figure out how much background I can assume. (permalink)
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mudbox is awesome!
do you use a tablet?
Yup, Aubrey has a small Cinteq tablet.
*drools* I have a graphire and still wonder how awesome it must be using sculpting and drawing tools on a cintiq.
I have one, and its awesome, I have one of the massive Cintiqs... I've only used ZBrush with it outside of Photoshop. but ASAP I'll be downloading Mudbox.. my god that looks epic.
amazing!!
Amazing work, free form sculpting is the best for detailing, make the job looks really easy; but still hate to bake, thou.
I also had bought a tablet just to model in ZBrush, but still to get into some practicing.
Cool!
And I know near nothing about baking normal maps or normal maps themselves.. *shame on me*
Nifty!
Wow, I absolutely love observing the process of mediation from concept art and sketches. This is fantastic progress and a nicely put together video. Great stuff!
wow thats Awesome. wish i had that skills in mudbox:)
how long do you need for it?
it is awesome
Very good, apparently your heading into the area where little detail uses even less resources lol!
There might be more techniques that exist that can lower the resource use and provide big enough detail for it to look nice...
I love a good timelapse video. And it's nice to see one in mudbox for a change.
Awesome-ness!
Wow you guys put alot of effort into it, great job
i know that a normal map is basically a bitmap that is used to further define model details on a flat surface by using a "3D (more like 2.5D ... kinda) color vectors" for every pixel ...
its sorta the derivative of a bump map ... with surface incline detail represented as color
or as Xzibit would say ...
"Yo dawg I put surface detail in your surface so you can have detail while having detail"
although that doesn't quite explain it :P ...
and i also know a high poly mesh can be used to make a really cool normal map for a low poly mesh ;) ...
Sounds like you don't know as much as you think...