About Displacement map and Unwrap


#1

Hi everyone

I am currently working on my model at subdivision level 6 in Mudbox. I think I may step it up to level 7 if need be. I will try not to step it up to level 8. I had read a tutorial, “Converting A Mudbox 2.0 Model To 3DSMax” by Neil Blevins. I followed his steps and made a displacement map successfully. Now I want to do the same for my project.

Here is my workflow: (let me know if I am wrong, thx!)

  1. Make a low res model
  2. Up res it in mudbox
  3. Unwrap
  4. make displacement map in max
  5. apply Displacement modifier to model
  6. paint texture on Uvs in photoshop
  7. apply texture to model
  8. set up lighting
  9. render

I think my stack of modifier is like this


Displace
TurboSmooth
Unwrap UVW
Editable Poly


Hopefully my workflow sounds alright. And now I am not sure which level of mesh should I unwrap, subdivision level 0(the low res model), subdivision level 2 or subdivision level 6?

In my opinion, I think level 0 mesh is the one to unwrap. Isn’t it?

I came up with this question because Neil said this in his tutorial, “So if you subdivided your mudbox object to level 6, and exported a level 2 obj file from mudbox, you’d want to set this value to 4(iterations)” .


#2

normaly you unwrapp level0…
but sometimes level0 is to low to capture all the details…
so you forced to use level1 or 2…

my workflow would be…

sculpt in mud up to level1 or 2…
clean (loops, poles) the model in maya…
unwrap level2 in maya or whatever…
use this as new base and sculpt again…
extract dispmaps in mud…
render in maya/xsi…

sometimes i do the uvs after i finished the model…
depends on the deformation…


#3

I agree that you said level 0 mesh is too low to capture the details but I think it is hard to unwrap a level 2 mesh. I am surprised you can do it.


#4

depends on the polycount… if the model is to high its really hard to unfold…
for unwrapping i recommend uvlayout from headus…


#5

Ya, it really depends on your polycount, you can unwrap the level2 mesh if there aren’t too many faces using max uv tools such as pelt mapping and relax.

I usually unwrap the level0 mesh before I bring the model into mudbox, or at least I import a level0 set of uvs into mudbox before exporting my obj files (using the import UVs function in mudbox). When you export a level 2 obj file from mudbox, and you’ve hit the “recreate Level UVs” menu option, you’ll have uvs that are subdivided from your level 0 uvs. Then when your level 2 obj file is in max, you can do manual edits to those uvs if you want, but I’ve found I rarely need to.

  • Neil

#6

another vote for Headus UV Layout. the MEL script makes it easy to jump back and forth from Maya too.


#7

Thanks for giving me various feedbacks. I have the UVlayout program. It was suggested by many users. I took a look of those demonstration video, very easy to follow so far.

I guess I will have to unwrap my model in that at the end. My model is at level 6 and has 2.4 million polygons. Level 2 mesh has 0.16 million. I imported this level 2 mesh to Max and turned on edge face. Then I immediately close Max. LOL. I am scared!

After reading your valuable comment. Here is I will do.
1.Unwrap the Level 0 mesh or Unwrap the level 0 mesh AFTER I M DONE SCUPLT THE WHOLE THING(This way requied lot of export and import files)

  1. If something goes wrong, I will unwrap the Level 2 mesh instead and follow the direction of Neil’s tutorial. Therefore, level 2 mesh will be my based mesh.

Thanks again!!!
I want to work on this right now but I have a animation bilbe to work on. :sad:


#8

Keep in mind, you can unwrap your level 0 mesh, and then use your level 2 mesh as your basemesh without unwrapping the level 2 mesh, as long as you run the “recreate Level UVs” menu option in mudbox while your mesh is at level 2. Choosing the Level 2 mesh as your base mesh does not mean you HAVE at unwrap at that level.

  • Neil

#9

I didn’t check my thread in the weekend. Sorry. I was focusing on my production bible. And I just handed it in this morning.
Thanks for telling me this info. It is definitely time saving and makes my direction clear. I can finally have more time to work on mudbox

Thanks Neil, Christoph and Everyone!
Daryl


#10

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