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nonfiction
12-13-2010, 06:01 AM
I modeled a character in Maya, without creating UVs, and imported it as an OBJ into Mudbox. I've already sculpted and subdivided it and was wondering how I would create a UV map for the high poly mesh.

I plan to create normal/color maps from the high poly mesh and apply it to the low poly mesh in maya.

oglu
12-13-2010, 07:48 PM
for normalmap and ao baking there is no need for uvs on your highres mesh...
just import your lowres mesh and bake between them...

if you like to paint the highres...
export level0 and do your unwrapping in max...
import the uvs in mudbox..
and do a recreate levels UVS...

olirgpin
12-14-2010, 12:20 AM
You can go back to maya and then make a uvw in your original mesh.
Back in mudbox, You can go to File>import UV, then chose the new Unraped file.

Hope it can help you.

nonfiction
12-14-2010, 02:20 AM
Thanks for the replies.

I'm still a beginner with UV mapping. I've used the UV Master for Zbrush in class to create UVs but never tried using the traditional method.

Right now the mesh (character for anim/game) is a single mesh. When I export level 0 from Mudbox and import into Maya is it alright if I separate the mesh into arms, legs, torso, hands...etc and then map it out? When I import the UVs back into Mudbox will there be a problem since I've separated the mesh in Maya?

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12-14-2010, 02:20 AM
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