View Full Version : What does this mean?

03-24-2007, 09:04 AM
When I want to bake my maps this error pops up:
Texture coordinates are not valid

And another thing, I've imported a mesh ( UV unwraped and ready for sculpting ) to mudbox, and sculpted it, all was fine untill I baked the maps... they looked weird as if there was over lapping.....
But the UVs were good....
Why does this happen?


03-24-2007, 09:49 AM
Care to share the mudbox file so we can poke and prod at it to see what might be wrong? If you have UV mapped your mesh with no overlapping polygons then it should work correctly...

03-24-2007, 09:53 AM
Hey pnoland, I wish I could share it, but it's like 150 Mb and my net is slow :shrug:

but I will post some images to show you what I mean... maybe I did something wrong.

03-24-2007, 10:06 AM
Here are some pics:

The UV layout:

In Mudbox:

this is the mesh after attaching the maps to is.... looks funny to u?
Any ideas?

03-24-2007, 10:08 AM
oh, in the final pic I've rigged the tantacles.... it's not a deformation :)

03-24-2007, 10:56 AM
Without the mesh file, its hard to tell whats going on with your model.

It really does look like what Mudbox is telling you: " Texture coordinates are not valid".

The UV's can't be good, or you wont get this distortion. If you have ZBrush, try correcting the UV's there.

BTW, what app did you used to model and unwrap?


03-24-2007, 01:06 PM
Khurrum, I used Blender for modeling and UV unwraping.

If I fix the UV's ( in Blender ) and export another base mesh, can I still use the sculpture I did?
or do I have to start it all over again?


03-24-2007, 01:31 PM

Blender has a very good implementation of unwrapping.

In Mudbox, you can delete your base mesh level. Once your done with blender,
import your new base mesh into the same base level in mudbox.

As long as you dont change the mesh topology in Blender in any way, it should come into Mudbox fine.


03-24-2007, 02:18 PM
Thanks Khurrum! I'll see what happenes:)

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