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LVskywalker
12-26-2009, 04:30 PM
Hey guys,

I ran into a small problem today... After sculpting I realized that I was not satisfied with my UV's. I went back to my base mesh, exported it, changed the UV's, and tried using "Import UVs" and "Recreate Level UVs" on my lowest polygon level. After applying a very basic texture to the resulting high-poly mesh with Bodypaint, I realized that something went wrong. There were little "tiles" all over the place, even if the UVs looked normal to me.

http://img24.imageshack.us/img24/9485/bildschirmfoto20091226u.png

I thought I stumbled across a bug and decided to do something else. I tried to import the base mesh with the correct UV data into a new scene, and divided it until I reached the polygon level of the high poly mesh. Then I tried to use the "Import as Layer" function to add the sculpted detail that was missing. The result looked... Distorted to say at least.

http://img697.imageshack.us/img697/9485/bildschirmfoto20091226u.png

The thing is, that I know that "Import as Layer" works if I try it with the unaltered basemesh (the one with the wrong UVs). This is how it should look like:

http://img85.imageshack.us/img85/9485/bildschirmfoto20091226u.png

I'm really desperate to find a solution for this problem. Maybe one of you guys had a similar problem, or knows how to fix this? :argh:

Thanks a lot,
Lukas

robinb
12-26-2009, 11:06 PM
Yes I've had this problem as well. The vertex order is being changed somewhere along the way. I don't think it's being changed at the mudbox side though. What program are you trying to use. I think I've seen this with Max and maybe Silo. People using Maya don't seem to suffer this problem that I've seen so far.

One way of sorting it is to extract a displacement map between the original high res model and the new one with UVs.

Generally I try to avoid the problem by making sure I have UVs on the base models before I start sculpting, so I don't know if the problem has been improved lately. Last time I checked it worked better with .fbx files than .obj. Maybe that's an option.

musashidan
12-27-2009, 04:24 PM
Yes,i've experienced this problem extensively when coming from Max. Sometimes it works fine,other times not. IMO it should be a top priority for AD on the next update. Make sure you have followed the UV guidelines in Mudhelp as the app is very,very fussy when it comes to UVs.
And as robinb mentioned,it's a good idea to UV before going full throttle on the sculpting.

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