Now I am new to modeling for animation, but have done static 3D modeling before. so I am really wondering about Mudbox. It sounds like just a 100% digital version of sculpting. I would also like to be able to directly texture models if that is possible, instead of texturing the unwrapped polygons. Can you make a SC2 model using Mudbox? I just want to do basic models and animations for SC2 to learn these programs, so maybe I will make some minecraft-esque units or something to learn all the features. I am also a little unclear on the fundamental differences between Maya, 3DS, and Mudbox. They seem to overlap a lot, a bit like Adobe Creative Suite programs.
For starcraft 2 I recommend using 3ds Max for your base meshes and exporting, because there are no exporters for Maya released. (And I for myelf had some trouble modelling in Maya and then using 3ds Max for the export, my mesh was srewed up, flipped polygons etc. in some cases...)
For direct painting you can also use Mudbox, but you should still unwrap your model, even if Mudbox would allow you just to unwrap it in every single triangle^^
So you would start in 3ds Max, export to Mudbox, sculpt the detail for the normal map etc. and then paint it in Mudbox and extract the Texture for dd. conversion for example :)
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I got the following software through my school and am wondering about the best ones to use for game art, it is called Autodesk Education Suite:
3DS + Maya + Softimage + Motionbuilder + Mudbox + Sketchbook Pro
Now I am new to modeling for animation, but have done static 3D modeling before. so I am really wondering about Mudbox. It sounds like just a 100% digital version of sculpting. I would also like to be able to directly texture models if that is possible, instead of texturing the unwrapped polygons. Can you make a SC2 model using Mudbox? I just want to do basic models and animations for SC2 to learn these programs, so maybe I will make some minecraft-esque units or something to learn all the features. I am also a little unclear on the fundamental differences between Maya, 3DS, and Mudbox. They seem to overlap a lot, a bit like Adobe Creative Suite programs.
For starcraft 2 I recommend using 3ds Max for your base meshes and exporting, because there are no exporters for Maya released. (And I for myelf had some trouble modelling in Maya and then using 3ds Max for the export, my mesh was srewed up, flipped polygons etc. in some cases...)
For direct painting you can also use Mudbox, but you should still unwrap your model, even if Mudbox would allow you just to unwrap it in every single triangle^^
So you would start in 3ds Max, export to Mudbox, sculpt the detail for the normal map etc. and then paint it in Mudbox and extract the Texture for dd. conversion for example :)