Tuesday, 15 February 2011

First Mudbox Session

Today Mark introduced the fundamentals of Mudbox modelling to the group and within minutes, we were set on the way to working with the software. From that session, this was my method of working on a face without any reference materials:
The first step is to turn on mirroring when modelling the generalities of the face. Select the Mirror option and set it to ‘Tangent’. Because of this each edit will now follow the exact symmetry of the face and affects both sides in identical ways – even if the face is asymmetrical (to a degree) Furthermore Tangent will still follow that symmetry should the head be moved from the origin. X, Y and local Mirroring can be chosen but each has its own issues. Keeping the habit of Tangent Mirroring will help in the long run.

Beginning with a lowest polygon count, select the Grab tool. Setting the brush size to be relatively large, begin to morph and change the base head shape to what is necessary or wanted. Aspects such as the base nose shape can also be edited – but the freeze tool should be used to make sure that other details are not affected.

Once the head shape is correct, using Shift + D, the polygon count should be raised to around level 2 (32000) so that the figure can begin to be shaped and detailed to a high standard.

Using the Sculpt tool (setting it to be medium or large sized and of low strength) begin mapping out details such as bone placement, muscles and eyebrow shape. By using CTRL + Left mouse click, layers can be dug away using sculpt. This is crucial for creating Nostrils, Ears and the Mouth. For the most part Sculpt can be used when modelling in facial detail – although at points where layers need to be built up, the wax tool can be used.

(Note: Most Functions on Mudbox have 3 ‘modes’
Their intended action – Left Mouse Click
The Opposite of the action (removing, etc.) – Left Mouse Click + CTRL
Smoothing – Left Mouse Click + Shift )

Once all of the detail, including the muscles around the throat and torso, has been built up, the Pinch tool can be used to tighten up edges of detail – giving them a much firmer look. For faces which have many wrinkles or hard lines, Pinch can raise the quality of the face massively.

By now the face should have all of the details wanted. Once other areas have been addressed (shoulder blades, Spinal Column, veins if needed, etc.) the hair can be built up. Unlike in detailed drawing suites where each hair can be mapped into the work, in Mudbox this is not the case. Should the hair be a pressing concern, then the mind set when constructing hair should be to map out the hair shape, and then detail.
Before this, a new layer should be added, so that the hair can be removed and added at will. The Add New Layer option is in the top right hand corner of the default layout and works in a similar vein to Photoshop layers. New layers can be added, removed and the visibility can be turned on or off.
Once the layer is added, the next step is to build up the hair. For this, switch off Mirroring – else the number of hairstyles is vastly restricted as very few are exactly symmetrical. Using the Wax tool, strokes should be layered on where necessary – whilst taking into account crown placement, fringes and facial hair. After this base coat is added, use the Spray tool – on small brush size and reasonable strength (making sure that the stamp option and stamp placement are off) to add all of the ‘lines’ and markings of the hair. In doing this a sense detail begins to creep into the work. Be sure to ‘take away’ lines in addition to adding them to give the hair three layers of detail. Use the ‘smooth’ mode to clean up lines and give a smooth finish.

In addition to these steps there is much more that can be done in Mudbox. Stamping texture, changing lighting and materials are all steps that can be done post production and I am sure that there are many other methods of working or ways to use each tool. Still with another week or more, I hope to be able to add or change this working method to progress my work even further.

During the session I created two heads. The first I felt went well. The detail on the face was reasonable and overall I thought the outcome was excellent for a first try. The hair was slightly flawed in its manipulation and the lip profile highlighted some issues that I had with lip creation.

The second head was much better. I attempted to gain a much better grasp on the lips and also I chose for the character to appear menacing. To do this I focused on the eyebrows (which are both prominent and lowered), while creating a solid overall face shape (most noticeable with the solid jaw and chin). I also added two layered ‘flaps ‘around the eyes which heightened the menacing feelings given off by the character (this technique is often used for film villains (most notably the Emperor in the blockbuster, Star Wars).




Tomorrows targets: Practice more with Mudbox, note down procedure for superimposing an image onto the screen for reference, take reference photographs of Dom for high quality sculpt

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