MudBox Is EATing UVs as it sundivides


#1

Ok maybe I’m doing something wrong I brought my base mesh in from Softimage. My UVs are in perfect order and I sculpted away on it and then I got to level 7 and was ready to add a paint layer so I added a 4K diffues Tiff 8 bit paint layer. Then I start to pain and immediatly I see issues

see here:

What on earth is going on here. I was really likking mudbox and was looking to leave ZB behind but this is messed up. How can I fix this I there doesn’t seem to be a way to add a new UV set in Mudbox. even a Per-face atlas style. What am I supposed to do here? Toss out a days worth of work If that is the Answer Mudbox will be banished from our studio!


#2

create new clean uvs in xsi and import them…
file --> import uvs…


#3

So export the HirRes GEO out and take in to Softimage and Redo UVs and then export back out and then use the Import UV feature in MB?


#4

export level0 and do your uv work in softimage…
import the uvs back to mud…
and do a recreate uvs for the higher levels…

may i see your current uvs…?
there are a view things to have in mind when doing uvs for mud…

no overlapping uvs…
and there have to be enough space between the shells and the uv space border to bleed…


#5

ok that did it here is that I have now. and it all seems to work fine.


#6

Interesting I’m getting this message about Multiple UV tiles but I have everything between 0-1 does it keep the OLD UV set as well?


#7

no the old one should be dropped…
if you have anny issues…

you could do it also the other way around…
export the old highres as obj…
import the new uved lowres into a new clean scene…
subD it up to the same polycount as your high…
import your old highres as layer…
file --> import as layer


#8

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