3D Texturing Tools:
Part of me wants to explore and make use of 3D texturing tools. For the last
two years, I’ve been using 2D texturing tools, mainly Photoshop, for the
majority of my models. I’ve found several job listings which require a degree of
knowledge using either of the two most important texturing pieces of software:
MudBox Figure 1.(Dave Kendricken 2014) and ZBrush Figure 2.(Pixologic 2016)
I want to choose one to take forward in order to texture my models for my
dissertation; I’ll dedicate a blog to each of the tools and will base my final choice
on several factors listed below.
PBR workflow or physically based rendering is something which I’m familiar with.
It’s a set of critical materials which we use to build up an object. That includes
Diffuse, Normals, AO maps, Specular, Displacement and a few others which
deal with metallicness and the roughness of the material. These original
materials tell the game engine how individual objects react to light, depth and
detail, outside of the actual mesh itself. It is, therefore, important that I can
extract these maps from both pieces of software from an imported model from
3DS Max after being 3D textured within the software.
Easy of use is something which should be a top priority when looking into both
pieces of software. Depending on the community surrounding the software it
might be simpler to learn the more complicated software, given a more active,
dedicated audience rather than the more available software which has a
smaller audience with fewer tutorials. This is something I’ll discover when I
experiment with both tools.
Professional outlook on the tools is something I should also look into. Does a
majority of companies fall on one side? This could be more useful to me in a
career sense and could offer greater opportunity to design applications
The quality of results is a step up within 3D texturing tools. There are many
problems in 2D texturing, such as time-consuming normal mapping creation
which on the face of it, are solved in both Zbrush and Mudbox. I hope that
having the visual help of texturing straight to a model will significantly improve
the finer detail in meeting up with split UVs for example, something again which
can be time-consuming in working back and forth from Photoshop to 3DS Max.
The first blog I’ll report back on will be Mudbox;I’ll produce documentation on the
four points I’ve made using examples imported from 3DS Max, textured in
MudBox, exported back to Max and setup in a lighting rig using V-Ray. Doing so
I hope to learn a new piece of relevant software in the texturing pipeline to
increase the quality of my work.
Kendricken, D. (2016). [online] Available at: http://nofilmschool.com/2014/05/autodesk-mudbox-3d-modeling-software-monthly-subscription [Accessed 3 Oct. 2016].
Pixologic. (2016). Home of ZBrush. [online] Available at: http://pixologic.com/ [Accessed 3 Oct. 2016].