Exporting .obj then importing UV's.

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
Old 03 March 2007   #1
Exporting .obj then importing UV's.

Hello. Quite new to Mudbox (I suppose most people are)

Can I export a low level sort out the UV's in Bodypaint then re-import that mesh/level and have the UV's sorted for a higher level?

Cheers


turner
 
Old 03 March 2007   #2
yes...
import the lowres with uv from bodypaint...
subdivide it to the same level as the highpoly (same polycount) and import the highpoly as layer...
__________________
...
 
Old 03 March 2007   #3
Cheers

I'll try that.

turner
 
Old 03 March 2007   #4
Originally Posted by oglu: yes...
import the lowres with uv from bodypaint...
subdivide it to the same level as the highpoly (same polycount) and import the highpoly as layer...



Actually I'm confused. I tried something and it didn't work.

I have a shape with 3 levels in Mudbox
I export level 1 to bodypaint to sort out the UVs
I then import level 1 again in to the same file as an .obj or a layer?
You say import highpoly as layer, where do I get the highpoly mesh from?
To import a highpoly mesh means I have had to export a highpoly mesh in the first place?
Am I working on 2 seperate files now?

Sorry. Could you explain further?

Mmmmmm.

turner
 
Old 03 March 2007   #5
Import lv1 mesh from bp into new scene, sub d it to level 3 export... then import it into your original scene as layer.
__________________
*(GOZER)-During the third reconciliation of the last of the Meketrex Supplicants, it chose the form of a giant SLOAR...


MY HMC
 
Old 03 March 2007   #6
Well, I must be doing something totally wrong as it doesn't work.

I get an error saying the poly count must be the same.

I'll keep trying.
 
Old 03 March 2007   #7
When I have to alter or create UV's for a model, this is the way I do it:

- Export the lowest level of your model as an obj file from Mudbox.
- Unwrap / edit UV's for this, make sure not to cut your model into pieces, unless you're
using software such as uvlayout. Changing the vertex order, will mess up the re-importing.
- Export a new obj with UV's
- Import this obj into mudbox, lowest level.
- Goto Mesh -> Recreate Level UV's

This works fine, good luck!
 
Old 03 March 2007   #8
Does it still work if there is more than the object your UV'ing in the seen?
thx
 
Old 03 March 2007   #9
It should work with multiple objects I believe, as long as you select each object in the object viewer panel and do it to each? I have not tried this yet so please correct me if I'm wrong.
__________________
Patrick Noland
http://vimeo.com/user2975057/videos
 
Old 03 March 2007   #10
If I understand you correctly...


you took an .obj into MB and worked it over; you really lie what you have in Mudbox at this time. Something is wrong with the UVs and you can't extract the displacement maps for your model.

all is not lost, but I consider this one of the more esoteric and advanced procedures in MB and there is a low success rate for me this way.

Export high rez mesh, do not export UVs. save as .bio

Clear scene.

Open low rez mesh that has nice clean UVs. This model should look very much like a low rez version of the high rez thing. You can try things that don't match for fun I guess though.

Do bake procedure and instead of choosing the Hi rez mesh from the dropdown, select the hi-rez one you saved earlier. Mudbox will try to retopologize the High rez mesh to the lowrez mesh via proximity, relative to the generation of a displacement map. Pretty cool if you think about it

Complete bake and cross your fingers.
__________________
http://www.martin-stankard.com/
 
Old 04 April 2007   #11
Originally Posted by JBoskma: When I have to alter or create UV's for a model, this is the way I do it:

- Export the lowest level of your model as an obj file from Mudbox.
- Unwrap / edit UV's for this, make sure not to cut your model into pieces, unless you're
using software such as uvlayout. Changing the vertex order, will mess up the re-importing.
- Export a new obj with UV's
- Import this obj into mudbox, lowest level.
- Goto Mesh -> Recreate Level UV's

This works fine, good luck!


When I import My .Obj file into Mudbox as a new layer, In the "Impoting Options" Dialog Under, "Matchby" Do I choose, Vertex ID, or ,UV Position?...

The UV Position option, seem to crash everytime! Vertex ID seems to work, though there is no change in the Uv's ater pressing Recreate Uv's.
Please help, thanks.
 
Old 04 April 2007   #12
I don't import as a layer, I just use the open command. No questions from the interface for me that way.
__________________
http://www.martin-stankard.com/
 
Old 04 April 2007   #13
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



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 06:46 PM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.