View Full Version : Reclaiming UVs in Mudbox 2009
shushens 08-05-2009, 11:26 AM Hello everyone! I have a question.
I just started fooling around with a cylinder in Mudbox and finally made a nice candle. Then I realized, there are no UVs on it. So I exported the lowest subdivision, laid out the UVs in Headus UVLayout Pro, and imported the UVs back to Mudbox. In the lowest subdivision level, Mudbox is showing me the UVs. But when I am generating a 32bit displacement map, and trying to view it in Photoshop, it is giving me a convert to sRGB option, and after that, when it shows the map, it looks horrible (hundreds of spikes all over the place).
So what is wrong? In Zbrush I do this all the time. Never had an experience like this.
Here is the candle just in case someone wants to take a look:
http://www.mediafire.com/?sharekey=e0e11b02a06fa11bb64026cfc0611236e04e75f6e8ebb871
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your object is hundred times to small...
in mud your objects should have the same size the mud objects have...
and your uvs are to close together and to close to the border...
mud needs space to bleed...
i scaled up your candle...
exported it to maya for new uvs...
brought it back to mud and baked, between the new and the old mesh, a clean 32bit map...
works fine...
the green color is the negative black value...
shushens
08-05-2009, 12:06 PM
Thanks oglu! Is this all right?
http://i26.tinypic.com/21m7s7k.jpg
(I do not use Maya. Only XSI and Modo.)
Do I always have to UV the level 0 mesh? What if I want to delete level 0 and UV level 1? Can that be done in Mudbox?
If it is not too off topic, I would like to ask you also about applying the displacement map in XSI.
shure... import the level1 mesh...
you can bake between two diffrent meshes... if you want with diffrent topology...
you dont need so much space between the shells... about 10 pixel would be fine...
no xsi here... im working with maya...
but there are some vids from wayne out there with the mud <-> xsi workflow...
www.mudboxhub.com (http://www.mudboxhub.com)
...
shushens
08-05-2009, 12:30 PM
Thanks again! But how will I bring those UVs back to MudBox? MudBox is giving me a warning that this operation is allowed only for level 0 mesh. So how do I get rid of level 0 so that level 1 mesh becomes the new level 0, just like we can do 'del lower' in ZBrush?
import the hole mesh... in your sceene are two objects then...
and bake between them...
shushens
08-05-2009, 01:38 PM
Something like this?
http://i26.tinypic.com/1zzie7o.jpg
The high res. mesh is naturally 'high', the the low res. is mesh1.
But it's giving me superweird results (though this time at least the UVs are properly conformed)
This is 32bit RGBA:
http://i30.tinypic.com/ip7dhx.jpg
And this is 32bit black and white:
http://i30.tinypic.com/27yzrer.jpg
which, among other things, is a colour image!
Why is this happening Oglu? Any ideas?
the two objects have to stay on the same place... i think...
and the source has to be only the high... delete the other from the list...
try to bake a 32bit floating point...
are you using mudbox 2009 service pack2..?
shushens
08-05-2009, 02:46 PM
Yes, I am using SP2.
Like this you mean?
http://i27.tinypic.com/2u4m2v6.jpg
This is what I got with 32bit floating point TIFF (sRGB view):
http://i32.tinypic.com/24pcmqc.jpg
Should I use it as is in linear profile?
i dont know how to deal with this dispmap in xsi... sry...
but your maps looks ok...
maybe this tutorial will help...
http://www.*******.com/freestuff/tutorials/mudbox/mudbox2009/mudbox_xsi.html
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