The first thing to consider is how the character looks and how the concept translates into a game character. Before we jump into modeling a game character we need to consider our polycount budget, mesh topology, any rigging issues and our texture limits.
In this tutorial we are going to explore “how to†render the low poly mesh that was exported out of Mudbox with mental ray for Maya , and match the same number of polys of the high rez. model in Mudbox.
The first goal of this tutorial was to make only a bust of Batman, but later we decided to make whole body. We used references which we found on the internet and mainly the draws from Brian Bolland and Alex Ross, they are really great.
Here's a tutorial on how to transfer a model from Max to Mudbox, export a mesh and a displacement map, and then render it in max using a bunch of different displacement methods (depending on what renderer you want to use).
With Maya 8.5 mental ray's got some new fancy options and modes. One of them is the Sun and Sky system. We're going to guide you through some of new features.