We started this week by attempting to use Mudbox to create some proper bricks for my fireplace. To start i went about making a proper displacement map out of an existing brick texture in Photoshop. I did this by adding a black and white filter, and then adjusting colour levels to try and make this texture as black and white as possible, meaning making the divets in the bricks as black as they can be and the bricks being as white as possible with little grey inbetween to get a more defined bump map.
After i’d used things like photo filters and literally painting out some of the bricks into white, i went into Mudbox and made a simple plane to test out the brick texture on. I first increased the subdivision level on the plane to get more detail on the bricks, and then used the bumpmap i had created as a stencil overtop of my plane. I then used the sculpt tool and started painting the stencil onto the plane, tweaking the strength on the sculpt brush to a higher sensitivity occasionally.
The bricks weren’t as defined as i had originally wanted, so i went about going back into photoshop and a combination of levels, curves and a gaussian blur to remove a lot of the noise and grey little pieces inbetween.
I then made another plane and repeated the same process, making a new stencil with the new bump map.
This was looking a lot better compared to what i had previously and was something i was a lot happier with. I then scaled it a bit more on the Y Axis to make the bricks more defined with the divets and liked the result a lot more.
I Then went about trying to extract a displacement map through mudbox’s extract texture map, though unfortunately, Mudbox’s 2022 version absolutely refused to work in terms of exporting this, meaning this now stands more of a proof of concept with mudbox, as i’ll have to use Maya to do my bump mapping.

After this i went about using a simple cube and using the Duplicate special, and spaced them apart and created a load of identical copies of the cube in a row.

After this i sculpted a couple of them to look not so linear and made one in particular higher then the others in the middle as i wanted this to be the keystone of the fireplace, then i used a nonlinear deformer and bended the cubes into an arc. I also built a very rudimentary fireplace interior simply using the extrude tools.
After this i was having some problems with the UV’s on the interior of the fireplace, this was due to some of the way it had been modeled as i needed to use a combination of multi cut tools and adding divisions as the mesh wasn’t symmetrical, and then smoothing the UV’s using the smooth UV tools.
After this is textured the keystones, using the sculpt tool to also make them look more non uniform and adding a high bump value. I also textured the actual floor and interior of the fireplace, I also used a high bump value on this to give these a lot more geometry. I also extruded out some parts to make the fireplace look a bit more blocky on the hearth.
This fireplace was looking a lot better now.
However a big empty fireplace was looking a little bit empty, i remembered how i’d tried to build out some logs for a log cabin earlier on, so i repurposed that and used it to put some logs into the scene, making them have a high bumpmap for geometry and using the sculpt tools to make them look a bit different from eachother.
I then wanted to populate my scene with a couple other things, like a couple wineglasses, so i used the same skills i had used for the bottle but did the same thing in making the spline of a wine glass.
I also took the time to build a book, using the extrusion tools and adding edge loops along the way.
The glass was textured fine as it was simply a default glass texture, however the book still needed to be textured properly. I sorted out the UV’s to a decent amount and went about separating out the textures, i originally had some issues with this due to some small bugs but managed to work it out and put some placeholder textures on just to make sure it would work.
After this i added in some better textures. I then went through and made some variations in photoshops, and created two better bumpmaps for the pages and leather book casing.
I then started adding all of these things into my scene, attempting to make the scene more lively and full of items.
An issue that i had for a long time was attempting to make my lantern cast light properly, as the glass object encasing it was preventing light from coming through even with transmission on, i originally tried to fix this with multiple different ways, such as tweaking transmission, specularity, intensity and exposure of the light, and finally i found some solutions. I set the texture to turn shadow casting off and it was finally going through the glass.
The problem with this was that it didn’t cast shadows on anything at all, meaning the light was shining through objects that it wasn’t supposed to. I fixed this by turning cast shadows back on and then going into the attribute editor spread sheet and turning off cast shadows on the actual object instead of the light. this then made the light look a lot better.
I then went about positioning the objects around and tweaking the lantern a bit more and then rendered out some still that i’m much more happy with.



