Character and Scene Development in Maya and Mudbox
Available for iPhone

Preview Course

Lesson Outline (35 lessons)
In this series of lessons we will learn the process of creating a finished scene, complete with character, using Maya and Mudbox.

In the initial portion of the course, we'll turn a sketch into 3d geometry using a variety of modeling tools and techniques in Maya. We'll then take our geometry from Maya to Mudbox where we'll begin sculpting a wide range of high resolution details into the different parts of our scene. Then we'll stay in Mudbox to quickly paint color texture maps, specular maps, and bump maps. With all of our detailing and painting done, we'll export our result as an FBX, allowing us to quickly and easily get all of our geometry and maps out to Maya where we then render the scene.

1. Introduction and Project Overview

3. Adding eyes and modifying the lids

5. Modeling the alien's leg

7. Building the base of the arm

9. Extracting the shorts from the body

11. Transferring geometry from Maya to Mudbox

13. Using stamps to sculpt the ear

15. Sculpting the clothing

17. Painting textures for the eyes

19. Texturing the cell with Projection Painting

21. Adding a bump map for the cell

23. Exporting as FBX from Mudbox

25. Placing primary illumination source

27. Creating materials for clothing and jail cell

29. Using Photoshop to modify the character's textures

31. Adding Global Illumination and Final Gather

33. Adding volumetric light rays to our render

35. Compositing and color correction in Photoshop

2. Blocking in the cell and alien's head

4. Building the alien's body

6. Attaching the leg and building a shoulder

8. Posing the arms and attaching

10. Setting up UVs on the body and cell

12. Sculpting the body

14. Adding wrinkles and other detail to the alien

16. Painting a color base for the alien

18. Creating specular and gloss maps

20. Adding paint and dirt to the cell

22. Extracting normal maps and applying as bump

24. Resizing scene to real-world scale within Maya

26. Adding secondary illumination sources

28. Using SSS to create the character's skin

30. Combining procedural bumps with normal maps

32. Creating shadow patterns using gobos

34. Creating additional render layers for compositing



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