Mudbox UV issue


#1

Hi,

I’m running into issues with a model in Mudbox. I have a nicely laid out set of UV’s on the level 0 mesh, but upon subdividing, it all gets lost in a jumble. I’ll attach screenshots to show you what I mean. I can’t export my model because the UVs are totally incomprehensible at higher than base mesh levels. Can anyone help me fix/work around this issue?

P.s. I started sculpting first, then went into Headus after and changed the UV’s. I got them onto my base mesh at level 0 using “File -> Import UV”, yet even if I delete any levels above and subdivide again, it comes out as the jumble. I’ve even tried exporting the level 0 mesh with the good Uv’s and it messes up when I import that file into Mudbox. Help! I don’t want to have to resculpt everything, and I’m not even sure that will work.

The first pic is my level 0 Uv’s. The second is what happens at level 1. The third is level 4.


#2

this sometimes caused by bad uvs or bad geometry…
are you running mudbox 2011…?
in older versions i had this problem also…

make sure your new imported uvs are clean…
and there should be eneugh space to bleed to the uv space border…
think some of your shell on the bottom are to close to the border…


#3

Thank yo0u for the quick post. I am using Mudbox 2009, I will try to reposition my uv’s to give them a little more space around the border, etc. tomorrow and let you know how it goes.


#4

I had this result trying to import UVs from Max in 2009. I gave up in the end and now I just always make them before I start sculpting anything.

I don’t know if it’s improved in recent versions, I’ll have to check.


#5

I’ve got a version of mudbox 2011, I’ll try to export/import and imports uv’s until I find something that works, or that nothing does. Thanks guys.


#6

Mmmm… it’s a bit of a head wrecker when stuff like this happens… but I’m not sure if the spacing of the UV Island/Shells have anything to do with the mess you are getting after subD… as far as I know the UV spacing would only mess up the actual material/texture/paint…

Hope you find the solution to this snag you are having and let us know about it… I’ll be back to find out.

cheers
James


#7

this problem never happended to me in mud2011…
so for me its fixed…


#8

yeah… its never happened to me either… it’s prolly worth a go at checking your geometry… make sure everything is al right on that end… perhaps you have attached the hair and stuff to the main model in a way that doesn’t agree with Mudbox… have a look at the help files and read up on the “Prepare a model for sculpting” section.

Hope you get it sorted out any ways so we can gander at the finished work.

laters
James


#9

Mudbox 2011, Export geometry in FBX format, open files in 3ds MAX 2010 or 2011, therein edit UVW, same saved FBX

All works


#10

i ran into this problem a few times, can remember if it happened in 2011, but you can try uncheking the smooth uv’s option under mesh. if that doesent work, i sometimes just re map my object and import the new uv in MB.


#11

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