CGTalk > Software > Autodesk Miscellaneous > Autodesk Mudbox
Login register
Thread Closed share thread « Previous Thread | Next Thread »  
 
Thread Tools Search this Thread Display Modes
Old 06-25-2013, 06:54 AM   #1
Randell
Veteran
 
Randell's Avatar
portfolio
Randell Trulson
CEO / CG Artist
Neuron Games, Inc.
Mountain View, USA
 
Join Date: Aug 2011
Posts: 34
Question Why is my Normal map Jumbled?

I am new to MB, so forgive my ignorance if this turns out to be a simple issue.
So here is what I did step by step

1. I created a base model in 3DS Max
2. Imported the model as an obj into MB
3. Sculpted on it until lvl 5 and was done
4. I wanted a Normal map from lvl 5 to apply to my base in 3DS Max
5. Realized I didn't have UVs.
6. Exported the lvl 0 out of MB and imported it into Max and created UVs from that model
7. Exported the new UV mapped version from 3DS to obj (again).
8. Imported the UVs into MB from the obj

I go to the "UV view" and the layout looks fine, just like I laid them out. However when I generate a Normal map it looks like all the polys are turned on random angles. They are all where they should be, but they are all random...As if the higher level didn't get the message that the UV mad was new or something.
__________________
Randell Trulson
 
Old 06-25-2013, 11:05 AM   #2
oglu
Christoph Schädl
 
oglu's Avatar
portfolio
Christoph Schädl
Austria
 
Join Date: Mar 2003
Posts: 3,329
try to import the lowres as new object...
and bake from the high to this new imported mesh...
__________________
...
 
Old 06-25-2013, 11:46 AM   #3
robinb
Expert
 
Join Date: Jul 2003
Posts: 2,925
max seems to re-order the verts at some stage when exporting/importing OBJ files so this tends to not work.
 
Old 06-26-2013, 04:33 PM   #4
Randell
Veteran
 
Randell's Avatar
portfolio
Randell Trulson
CEO / CG Artist
Neuron Games, Inc.
Mountain View, USA
 
Join Date: Aug 2011
Posts: 34
Cool

Thanks guys. I did import the MAX model and then use that as the target. I don't understand why, but it bitched that the UV set was incomplete. I told it to use it anyhow. It worked better, but there still seemed to be wonky. The hair grooves which should be mostly linear have like a sign wave in them. Sigh...Anyhow, for the time being I just imported the high res version into 3DS and ran a pro-optimizer on it. Even at 1 percent it looks very close to the mudbox version.
__________________
Randell Trulson
 
Old 06-26-2013, 04:33 PM   #5
CGTalk Moderation
Expert
CGTalk Forum Leader
 
Join Date: Sep 2003
Posts: 1,066,478
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright ©2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 02:13 AM.


Powered by vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.