Hard surface, high-resolution modeling presents its own unique challenges. This tutorial series shows the creation of a common hard surface object, a gun, from start to finish.
In part one of the Mudbox character sculpting tutorial, we focused on creating the base shape. Now our goal is creating super high-resolution detail, a must for a character sculpt to stand out in a portfolio.
This multi-part tutorial will cover Mudbox character sculpting, adding high-resolution detail, painting textures, and more. We begin with creating the basic shape of the character, and then detailing the character via sculpting! Continue reading Mudbox Character Sculpting tutorial – CREATION
Need a quick lighting solution to show off your models or animation? Physical Sun and Sky is different than most things in Maya and Mental Ray: it’s easy to use, and it looks good right out of the box. Continue reading the ‘Make Cool’ button: Maya Physical Sun and Sky tutorial
Image Based lighting is the technique pros use to create lighting for their film effects shots. And now that the Maya 2015 Image Based Lighting is easier to use and quicker to implement than ever before, you’ve got no excuse not to use it! Continue reading Maya 2015 Image Based Lighting
Ever wonder how to make Borderlands style art in Photoshop and Mudbox? Look no further! I got around to creating a totally sweet VIDEO version of my original Borderlands art style tutorial. Continue reading How to make Borderlands style art
Art in games and film demand ultra-detailed surfaces. And the most important kind of surface is the skin on a person’s face. If you want to succeed as an artist, it is absolutely vital that you be able to create this detail. But how? Continue reading Face sculpting in Mudbox 2015
If you’ve played any recently, you know there are two types of guys in video games – ripped superheroes, and bulging Hulks. Check this vid for the process I use to sculpt characters like this in Mudbox. Continue reading Sculpting muscles in Mudbox 2015
Subsurface scattering is a complicated shader effect that makes skin look alive. But creating subsurface scattering shaders for skin has always been a little bit like black magic – until now.
Mental Ray’s new MILA material in Maya 2015 is a layered library shader that improves performance and flexibility. Wait, why do you care? What’s wrong with Blinn??? Continue reading Start using the new MILA material in Maya 2015