Creating textures for games: Modeling and rendering a stone wall with Mudbox

Learn how Mudbox fits into the game production pipeline by creating a textured rock wall. You'll use Maya to model and arrange the rock forms, and then do some detailed sculpting in Mudbox. You'll then move back into Maya to light the wall.

Chapter Introduction

This video introduces the workflow that will be used in the chapter, outlining how Mudbox fits into the pipeline.

Modeling rocks

This video shows how to model rough rock forms to create a tilable texture, and sets up the model for high detail sculpting in Mudbox.

Stacking and arranging rocks 

This video illustrates how to arrange the base rocks into a tiling texture prior to sculpting, when they are easier to manipulate. It includes pointers on concealing texture seams and designing seamless repeating patterns.

Base sculpting in Mudbox

This video covers the import of the base rock model into Autodesk Mudbox, and the application of the first pass of high detail sculpting.

Detail sculpting in Mudbox

Continuing in Mudbox, this video demonstrates how to subdivide the model further, and use the imprint brish to add high frequency detail.

Painting color in Mudbox

Using the painting tools in Mudbox, this video shows how to apply a base color to the rock, and then paint in natural staining and color variation in the diffuse texture.

Exporting from Mudbox

This video covers the export of the high detail sculpted model from Mudbox back to Maya, and the export of painted textures for use in mental ray materials.

Lighting the stone

Using the mental ray Physical Sky and Photographic Exposure, this video shows how to light the high detail model in even light for use as a texture.

Masking using Mental Ray Production Shaders

This video demonstrates how to use the mental ray Production Shaders to create a matte/shadow mask for the stone to ensure tilability when rendering.