
I deformed the overall shape firstly in mudbox. For sculpting with better quality, I subdivided the origial mesh into a higher level and then sent the lower level with less polygons back to maya2020 directly in this step without any painting layers. If using maya 2018 or earlier version, we will have to export the model and load it in maya.

Before sending to mudbox for detailed sculpting and painting, I needed to unwrap the UV maps appropriately. It is important to assign new materials to each object and rename them to preventing from sharing one texture mapping afterwards.

I tried to generate tessellation meshs this time, however, I found the triangles did not work well with my selected vertical pattern.



Therefore, I still used quadrilateral mesh to work with and it did not take too many faces compared with tessellation mesh in this case. My highest subdivison level was 3 this time and I started to painted it by creating a painter layer. It is noticeable that simple blinn has no paintable channels so we need to assign to mudbox defalt material at first.


What’s more, I gave more details on assets:

