Learning Mudbox/Modelling and Texturing an Archway

Introduction

In this workshop, we are going to be using Maya and Mudbox to model and texture an archway. We will be learning a new and alternative way of texturing and sculpting in Mudbox and using new tools that allow us to add curvature to our shapes. We will also be testing how fast we can model in Maya after all of our practice so far.

First we had to model a simple archway structure in Maya. For this, we used a reference image and vent into the front view in Maya using the space bar. We went into view > image plane > import image.

Next we began modelling the first pillar using the face, edge, bevel and extrude tools.

Then we duplicated the pillar after UV mapping it manually, and selected the edges of the top of the pillar and used Edit Mesh > Bridge > Bridge options on the far right

This opened another tab

Select Smooth Path + Curve then apply. This will make Maya plan out the curve shape of the bridge. Next we need to increase the divisions to 8. It is important that we have a middle face evenly in the middle of the bridge curve so that we can model the little center piece in.

Here is my UV mapping for this model. The pillars were a pretty straight forward shape and I had to line them up and scale them correctly to one another. However the curve was a little more difficult to UV map as different faces were facing in different axis.

Save the model as an FBX File as that is the universal file type. This allows us to transfer our model into software such as Substance Painter and Mudbox for texturing and further detail.

Select Geometry > Smoothing Groups before saving.

Use grab tool in mudbox to give the archway asymmetry.

Use Shift + D to bevel the sculpture.

We add more divisions to the shape using Shift + D and we can use the PgUp and PgDn keys to change the detail of the texture.

We imported one of the stone textures we downloaded and used the sculpt tool in the bottom tray to add the stone texture to the asymmetric archway. We can use S to rotate the image and S + Right click drag to change the size of the stencil.

If the stencil we are using is too strong we can lower the strength of the stencil. We can use ctrl + click with the stencil to paint the stencil inwards of the model.

UVs and Maps > Export Texture Maps > New Operation.

UVs and Maps > Recreate level UVs

Here are the settings needed for extracting the texture maps.

After baking the texture map, we got to level 3 and select the archway so that its yellow, then go to File > export selection > rename Arch_High save as FBX.

Select model by holding right click.

Substance Painter

Import the normal map and the AO map to Substance Painter and set them both as a texture.

We need to add a colour layer and increase the roughness, keeping the metallic at 0.

We added a layer for grunge and dirt, adjusting the roughness and metallic colours. We then created a layer called Stone Edge and added a generator and added ‘Metal Edge Wear’ to the generator.

Make sure the dirt layer is above the other layers so that the dirt can come through onto the rock texture and have its full effect.

Create a moss layer, with a green base colour and add a generator to it. Then select the ‘light’ generator.

Create a layer named water, remove the colour and normal layers. Increase metallic and decrease roughness until given a water-like reflective colour. Then add a black mask and select the tools tab at the bottom left, navigate to oil leaks or alternatively, use the particles tab and select the rain particle effect to add a realistic shine.

Then press f10 to render the archway for our blogs:

We took our AO stone map to Photoshop and used the layers option to select and adjust the levels of the map to make sure they’re all the same shade. We then tool this to Substance Painter and added an emissive channel to a new layer. We imported the AO map from Photoshop, saved as a PNG and changed the emissive colour to a dark orange. I then adjusted the glare settings in the display settings tab and gave it a glowing lava effect.

I removed the background in the render mode and loaded this render:

The arch with a black solid background and it’s glare:

Conclusion

This workshop was pretty fun, modelling in Maya was more efficient this time through, I got quicker at making the stone pillars. However modelling the bend to the archway is still new to me. Mudbox was useful to add texture and pretty easy to use. Then we exported it into Substance Painter and continued to texture and add detail to it. We added light, height maps, etc. In the end I even got to learn how to make the archway look like it’s made of molten rock and lava using Photoshop and Substance Painter. I enjoyed this part and controlling how emissive I got to make the archway.

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