material workflow experiments using a mixture of Maya/Mudbox, rendered in Marmoset:

High poly source mesh in Maya:


High poly source mesh in Maya:




Using a tiling plane in Mudbox to sculpt a high-poly source:



From my crab guys experiment, here's a bit more detail of the terrain material set-up.The terrain is an imported mesh from Maya, I'm using a 4 material PBR blend created with the Amplify shader editor.

I use the RGB texture (below) to hold the masks between the 4 layers.

Here's my work flow on 3 ground materials, the base meshes I start with (top), and the high-poly imported back from mudbox (bottom), ready for baking to textures in Maya.


Copyright 2024 Alex Munn