Using the newly-made UV Maps (which I had now taken a snapshot of), colour and detail can be applied in the form of Normal Maps and Diffuse Maps. Diffuse Maps are used to define a surface's colour, while Normal Maps are for showing bumps and dents using fake lighting, which saves extra polygons from being used.
Here, I coloured over the UV snapshot in Photoshop. I had to go over the UV lines just to make sure that there weren't any seams in the texturing. All seemed to work fine with this basic colouring, so I could easily move onto the texturing phase in Mudbox.
When the model is exported to Mudbox, all off the edges would be automatically smoothed out when it is subdivided. This can be prevented on all the edges you want kept hard with Maya's Crease tool. The Crease tool is an easy to use and very helpful item which requires little effort to get right. All that needs to be done is select the edges that you'd like to remain hard during exportation, and ramp up the Creasing value. This must be done on a duplicate version of the model, however, as the un-creased version is still going to be the model used for the final product.
Creased edges are shown with a thicker blue line.
Now that the edges were creased, I could save it as an Object (.OBJ) file and Import it into Mudbox. Once in Mudbox, I created new layers which would hold the High Poly detail, while keeping the Low Poly mesh on another layer. This allowed me to easily select which mesh I needed when creating the Normal Maps after sculpting was complete.
To Normal Map, I simply selected the Maps toolbar, followed by Texture Extract. This allowed me to choose from a variety of options but, in this case, all I needed was the Normal Map selection. Once in the Normal Map options, I set up the preferences to how I need them and create the Normal Map. Unfortunately, since my Normal Maps came out badly when everything was selected at once, I had to map everything one object at a time and put the map together afterwards.
I was very happy with how the Mudbox model turned out, it was exaclty as I'd envisioned it. It's a crying shame that I couldn't fix the normal mapping, though. I would have loved for the texturing and colouring to fir together seamlessly. Still, I'm very happy with what I've accomplished through this project, and definitely hope I can apply what I've learned to more projects in the future. It feels great to see something you never thought you could do and be so proud of it and, looking at my Mudbox model, I think I've got that feeling right now.
I also forgot to copy the plinth over in these screenshots. That's not good.
Creased edges are shown with a thicker blue line.
Now that the edges were creased, I could save it as an Object (.OBJ) file and Import it into Mudbox. Once in Mudbox, I created new layers which would hold the High Poly detail, while keeping the Low Poly mesh on another layer. This allowed me to easily select which mesh I needed when creating the Normal Maps after sculpting was complete.
To Normal Map, I simply selected the Maps toolbar, followed by Texture Extract. This allowed me to choose from a variety of options but, in this case, all I needed was the Normal Map selection. Once in the Normal Map options, I set up the preferences to how I need them and create the Normal Map. Unfortunately, since my Normal Maps came out badly when everything was selected at once, I had to map everything one object at a time and put the map together afterwards.
Now, applying the Normal Map to the original Maya mesh was where it started to go wrong. After I applied it as a Bump Map to coloured texture, The model looked...dirty. There were black splashes and strange bumps where they shouldn't have been. I tried for so long to fix this, but whatever I tried came out with the same result every time. In the end I could not figure out what was causing it, so this is how it ended up looking unfortunately:
I also forgot to copy the plinth over in these screenshots. That's not good.




















