mudbox newbie needs help....

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Old 11 November 2012   #1
mudbox newbie needs help....

I created a game model in maya. I uv mapped and exported to mudbox.
After I sculpted it, I realized that I can’t use the level 0 mesh to apply normal map.
So I retopologized it in 3d coat, and re done the uv mapping.
Now, the high poly sculpted uv and retopologized uv is different.
I didn’t have problems to create with the normal maps from the different uv because I can choose low and high poly mesh separately, however I don’t know how to create ambient occlusion map? I need to extract the map from the high poly meshes, but the retopo mesh has different uv map....
is there anyway to change the high poly uv map to retopologized uv map?
Please can anyone give advice to solve this problem?

Thank you.
Old 11 November 2012   #2
the highres mesh does not need uvs...
just bake the ao map like you did with the normalmap...
Old 11 November 2012   #3
Originally Posted by oglu: the highres mesh does not need uvs...
just bake the ao map like you did with the normalmap...

Hello oglu

Thank you for the tip.
I am also little confused by baking AO map like normal map....
When I bakes normal map, I could choose base mesh and high res mesh separately so it worked although the low res uv and high res uv are totally different.
However I can only choose high res mesh to bake AO map....and I can't use the AO map because UV is different from base mesh, which is retopologized.
I am just very confused here.
I tried to bake the AO map, but it all came out black?
Do you know what I can do about it? I am using Mudbox 2011.

The white background map is AO map that I extracted from high res mesh.
The black background map is the retopologized low res map that I need to use for texture, normal map, etc...

Thank you again.
Attached Images
File Type: png warrior_ao.png (56.0 KB, 5 views)
File Type: gif Untitled-1.gif (88.1 KB, 3 views)

Last edited by gorillajin : 11 November 2012 at 06:57 PM.
Old 11 November 2012   #4
double post, sorry.

Last edited by gorillajin : 11 November 2012 at 06:42 PM.
Old 11 November 2012   #5
are you using an old mudbox version..?
2012 and above should be able to do that...
Old 11 November 2012   #6
What Christoph said...that should all work. The UVs of a high and low resolution mesh never need to match up like you're describing. Here's a tutorial for baking maps just in case you're getting some of the steps wrong:

If you get too bogged down in Mudbox's map baking setup, I'd suggest using xNormal, sometimes bakes work out better in that program anyways.

Also something that I noticed is that my computer at work (it's running with a GeForce workstation cards) which uses Linux doesn't render out AO maps at all, seems to be a limitation of this specific card/driver since it has always worked for me in the past. I'd suggest that if your AO bakes don't work to try it on another computer just in case.
Andres Weber | CG Generalist
434 Broadway, 9th Floor, New York City, 10013
GChat AndresMWeber

Last edited by Daemonecles : 11 November 2012 at 07:26 PM.
Old 11 November 2012   #7
I baked AO maps by using Xnormal.
Thank you for the tips and links!

I guess Mudbox that I am using is old version? AO maps were all black.

Thank you so much for your time to reply my post.
I really appreciate it.
It's good that I am learning new things every time!

Last edited by gorillajin : 11 November 2012 at 08:06 PM.
Old 11 November 2012   #8
Welcome, glad it worked out! It's probably just a bug in Mudbox...plenty of those to go around on different hardware platforms.
Andres Weber | CG Generalist
434 Broadway, 9th Floor, New York City, 10013
GChat AndresMWeber
Old 11 November 2012   #9
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