Installing Mudbox 2013 documentation
Increasing the resolution on your model
Downloading and enabling stamps, stencils, and base meshes from the Internet
Adding and adjusting your image planes
Sculpting on different subdivision levels effectively
Recording a movie while you work in Mudbox
Setting up colors and other preferences
Revealing the wireframe for edge location
Setting up a basic three point lighting scheme
Organizing your tabs for smoother navigation
Locking down the camera for reference matching
Creating a stone tile by adjusting brush properties
Using the object list to manage multiple objects
Setting up layers for easily adjusting sculpt details
Setting up stamps, stencils, and image planes using image browser
Creating a concrete damage brush
Customizing your brush and adding it to your tool tab
Creating your own Imprint brush for adding presculpted details
Using the Freeze brush to get hard edges and isolate your sculpting
Using the Fill brush for detailing corners and crevices
Matching a reference silhouette using the Grab tool
Creating a zipper using a custom stamp
Creating a custom stencil from a stone wall carving
Creating a rock wall that tiles seamlessly in all directions
Tricks for painting with stencils
Tricks for painting with stamps
Adding a stencil or stamp to your toolbox
Deleting the highest level of resolution on your model
Blocking out a rough Mayan pyramid using a displacement map
Importing, exporting, and working with multiple objects within Mudbox 2013
Using Lit Sphere to mimic other materials
Painting a rock texture using projections
Painting out seams on a rock using the Clone brush
Adding text to a cape using Flatten UV mode
Adding dirt to a cape using a layer as a mask
Creating a three-point lighting preset
Lighting an indoor scene with a simple light setup
Enhancing your scene with viewport filters
Creating a rock normal map with a normal map filter
Posing a lamp cord by adding joints to your mesh
Posing multiple objects at the same time
Adjusting joint pivots and painting weights
Creating a human rig by importing joints
Extracting sculpt information as a normal map
Extracting an ambient occlusion map
Adding grunge inside crevices using the Dry Brush
Extracting and using a vector displacement map for sculpting