Mudbox 2013 Cookbook
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Table of Contents
Sample Chapters
  • Create amazing, high detail sculpts for games, movies, and more
  • Extract high resolution texture maps to use on your low poly 3d models
  • Create terrain that you can walk on in a virtual world
  • Learn professional tricks that will improve your workflow
  • Whether you are opening Mudbox for the first time or the thousandth time, the techniques in this book will enable you to take your skills to a new level

Color Images

Book Details

Language : English
Paperback : 260 pages [ 235mm x 191mm ]
Release Date : September 2012
ISBN : 1849691568
ISBN 13 : 9781849691567
Author(s) : Jeremy Roland, Contributions by Sagar Patel
Topics and Technologies : All Books, Game Development, Cookbooks, Games, Web Graphics & Video

Table of Contents

Chapter 1: Ready? Set...
Chapter 2: Heads Up
Chapter 3: Broad Strokes
Chapter 4: Fine Tooth Comb
Chapter 5: Get In and Get Out
Chapter 6: Shine On
Chapter 7: Time to Paint
Chapter 8: Ready for My Closeup
Chapter 9: One Step Forward
Chapter 10: Get Baked
  • Chapter 1: Ready? Set...
    • Introduction
    • Installing Mudbox 2013 documentation
    • Setting up hotkeys
    • Increasing the resolution on your model
    • Bookmarking the camera view
    • Downloading and enabling stamps, stencils, and base meshes from the Internet
    • Adding and adjusting your image planes
    • Sculpting on different subdivision levels effectively
    • Recording a movie while you work in Mudbox
    • Setting up colors and other preferences
    • Setting up your Wacom tablet
    • Working in expert mode
    • Chapter 2: Heads Up
      • Introduction
      • Revealing the wireframe for edge location
      • Setting up a basic three point lighting scheme
      • Organizing your tabs for smoother navigation
      • Locking down the camera for reference matching
      • Creating a stone tile by adjusting brush properties
      • Using the object list to manage multiple objects
      • Setting up layers for easily adjusting sculpt details
      • Setting up stamps, stencils, and image planes using image browser
      • Chapter 3: Broad Strokes
        • Introduction
        • Creating a concrete damage brush
        • Customizing your brush and adding it to your tool tab
        • Creating your own Imprint brush for adding presculpted details
        • Using the Freeze brush to get hard edges and isolate your sculpting
        • Using the Fill brush for detailing corners and crevices
        • Matching a reference silhouette using the Grab tool
        • Chapter 4: Fine Tooth Comb
          • Introduction
          • Creating a zipper using a custom stamp
          • Creating a custom stencil from a stone wall carving
          • Creating a rock wall that tiles seamlessly in all directions
          • Tricks for painting with stencils
          • Tricks for painting with stamps
          • Adding a stencil or stamp to your toolbox
          • Creating a custom rock stamp
          • Chapter 5: Get In and Get Out
            • Introduction
            • Flattening to UV space
            • Deleting the highest level of resolution on your model
            • Blocking out a rough Mayan pyramid using a displacement map
            • Importing, exporting, and working with multiple objects within Mudbox 2013
            • Creating a terrain
            • Chapter 6: Shine On
              • Introduction
              • Creating a Blinn material
              • Using a simple Blinn material
              • Using Lit Sphere to mimic other materials
              • Creating a gold bar
              • Creating a glass sculpture
              • Chapter 7: Time to Paint
                • Introduction
                • Painting a rock texture using projections
                • Painting out seams on a rock using the Clone brush
                • Painting a rock Specular map
                • Painting a rock Bump map
                • Adding text to a cape using Flatten UV mode
                • Adding dirt to a cape using a layer as a mask
                • Chapter 8: Ready for My Closeup
                  • Introduction
                  • Creating a light
                  • Creating a three-point lighting preset
                  • Lighting an indoor scene with a simple light setup
                  • Enhancing your scene with viewport filters
                  • Creating a rock normal map with a normal map filter
                  • Creating a turntable
                  • Chapter 9: One Step Forward
                    • Introduction
                    • Posing a lamp cord by adding joints to your mesh
                    • Posing multiple objects at the same time
                    • Adjusting joint pivots and painting weights
                    • Creating a human rig by importing joints
                    • Chapter 10: Get Baked
                      • Introduction
                      • Extracting sculpt information as a normal map
                      • Extracting an ambient occlusion map
                      • Adding grunge inside crevices using the Dry Brush
                      • Extracting and using a vector displacement map for sculpting

                      Jeremy Roland

                      Jeremy Roland is a 3D Environment Artist who has worked for over 10 years in industries such as architecture, film, television, game design, and education. While studying at Virginia Commonwealth University, in both Computer Science and Communication Arts and Design with a focus in Kinetic Imagery, he began his career through an internship at the local ABC television station. Once the internship was over he moved on to the local NBC television station where he worked as a Production Assistant, a Motion Graphics Artist, and an Art Director for two years. Once he left NBC, he moved out to the Bay Area in California where he began working in Architecture as a 3D Consultant. While continuing his consulting work as well as doing some side work creating logos for websites, he became a Lab Technician at the Academy of Art University in San Francisco. Jeremy soon began teaching modeling, texturing, and lighting classes at the academy and is currently the Lab Supervisor as well as a Teacher for the Game Design Department at the academy. During his time at the academy he took off a few semesters to travel the world for eight months, as well as work for Golden Era Productions where he worked on films and other projects as both a 3D Artist and a Compositor. This contract job lasted about six months. On another semester off, Jeremy worked as a Visual Effects Supervisor on a music video for James Perry. While writing this book Jeremy was also juggling a full time job at the Academy of Art, a contract position as an Environment Artist at Rocket Ninja game company, and working as the Lead Technical Artist at a start up game company called Press Start. Throughout his career he has taken on many side projects, including writing this book.

                      Contributions by Sagar Patel

                      Sagar Patel is currently a 2D and 3D Artist in the games industry. After working on multiple mobile games with Tall Chair, Inc. and CG related art with Aatma Studio, he became an Art Lead at Whitemoon Dreams, Inc. in Los Angeles, CA. Sagar is currently responsible for managing art and working with teams to maintain the vision of various properties in production.
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                      What you will learn from this book

                      • Set up different lighting schemes to bring your characters to life
                      • Record videos within Mudbox that can be used to enhance your portfolio, create your own tutorials, or to share your process with others
                      • Create custom brushes that will enable you to replicate the look of any real world texture you choose
                      • Various ways you can use stencils to quickly bring photo real qualities into your 3D sculpts and textures
                      • Learn how to bring your 3D models in and out of Mudbox from Maya, 3D Studio Max, or any other 3D modeling package you use
                      • Use a displacement map to sculpt depth into your models
                      • Create tiling sculpts so that your extracted texture maps are seamless
                      • Create a gold bar by recreating the properties of the real world material
                      • Extract Ambient Occlusion maps to replicate the shadowing of the concave surfaces of your sculpt
                      • Work seamlessly between Mudbox and Photoshop with layers intact
                      • Enhance your scene with depth of field by using either viewport filters or the screen distance filter for use in Photoshop

                      In Detail

                      "Mudbox 2013 Cookbook" covers a variety of techniques that can be used to bring your imagination to life. You will be able to create detailed characters and environments like the ones found in games, movies, and on television. Each recipe is one more building block towards digitally sculpting your ideas into reality.

                      "Mudbox 2013 Cookbook" is written in recipes so that you can refer back to it whenever you seek help. The advanced techniques described in this book cover the whole spectrum of Mudbox's capabilities. With this book you will learn the foundational techniques in using Mudbox as well as more advanced ones

                      "Mudbox 2013 Cookbook" will guide the reader step by step through the process of creating brushes, sculpting, 3d painting, lighting assets, extracting normal maps, and many other techniques. If a recipe is too advanced for you then you can visit the suggested recipes listed at the end of the recipe to learn supporting techniques. Supporting images are used for readers who understand things more visually. Each recipe is rated for difficulty so that you can find techniques that line up with your skill level. Once you complete the beginner and intermediate recipes you will be able to move on to the more advanced recipes.


                      Written in cookbook style, this book offers many recipes to learn digital sculpting with Mudbox. Each recipe contains step-by-step instructions followed by analysis of what was done in each task and other useful information. The book is designed so that you can read it chapter by chapter, or you can look at the list of recipes and refer to them in no particular order

                      Who this book is for

                      This book is for 3D modelers and texture artists who are, or would like to be, working in the games, movies, product design, television, medical imaging, or advertising industries. By learning the techniques in this book you will be able to create "next gen" assets for the game industry, create realistic creatures and sets for movies, and add the fine details needed for medical images and animations. Whether you are an Environment Artist or a Character Artist there is much to learn from this book.

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