huge wall of a mine


#1

hi
normally i just do very lowpoly stuff for an old game so this is the first time im working with something like mudbox

i modelled a wall in 3ds max as a basemesh and now i want to bring it to mudbox do detail it
but how do i get this detail back to max? exporting a displacement map and using it in max doesnt look good (even at an resolution of 8k) because the wall is to huge

another problem i have is: i sculpted two kinds of materials
one is going to be just rock and the other some kind of ore/cristal-stuff witch should get a different material back in max because of some reflections and glow
how do i do that?

thanks for all the answers i may get^^


#2

breaking up your uvs in tiles should do the trik…

http://www.neilblevins.com/cg_education/multiple_uv_tiles/multiple_uvs_tiles.htm

mud is able to read thoes tiles and will extract a map for each tile…
and you could paint a mask for your shader…


#3

yay it did the trick indeed :applause:

do you got such a helpfull link for the masking thing too?


#4

im no max user… but it should work with a blend shader and a grayscale map painted in mudbox…


#5

okay im sorry it did not the trick
i got 9 times the resolution (split the uv in 9 parts and got 9 displacement maps)
but the wall in max with displacement looks nothing like the wall in mudbox =/
is maby something wrong with the exported displacement-maps? (a simple cellular map works perfektly with the displacement-mod)
they all look something like this:


#6

loks fine to me…
are you using 32bit exr files…?


#7

i know this is likely not related to mudbox and because of that a bit offtopic:
i got the displacement map working (forgot to disable tiling in one of the 9 layers) but now it looks like this

any ideas why that is happening?


#8

I seen this in Maya when the mesh didnt have the approximation on it
not sure where that option in Max… but that was the fix for Maya


#9

Evil Twin- too me looks like you have alpha in Transparency- used to do this too when Auto Transparency connection was added- if you drap your texture (Displacement/Texture Image File) to your tool (Displacement Node) then it will auto connect the alpha to transparency- just find that connection and delete it, this should solve your problem.


#10

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.