painting issue with mudbox help


#1

Hi

I did a mesh in maya which is built by many differents objects that were combined in maya to form one object then I did a UV automatic in there and then did a Polygon Layout to avoid overlaping UVS
all this in 0 to 1 space

then import that object in MUDBOX 2011 and start painting, the problem I see is that when I start to paint in some areas of the mesh, the painting is like flickering and blurred and this happens using projection mode and normal mode, like if there were something about the UVS MUdbox does not like

I did this in BODYPAINT and there is no issue

is something to do with the UVs? or how to fix that problem?

thanks


#2

i assume there is not enough space between the shell for bleeding…
adjust the spacing in your automatic mapping settings…

or turn down the bleeding in mud…
window --> preferences --> paint --> edge bleed


#3

Oglu

thanks for that Oglu I will try tonight hoping that solve the issue

bytheway is possible to have a map bigger than the max default of 4096 by 4096

I assume there is a way of doing this, and the reason is because if I have an imported mesh that is constructed by 25 smaller objects, the UV map from 0 to 1 will be shared among all that objects and the painting space for every object will be reduced meaning I will need a bigger map to have a decent
resolution at render

is there another way to get a very good resolution on painting without having to use a big texture map for all the objects?

thanks for ur answer


#4

mudbox is able to work with uv tiles…
you could layout the uvs outside from 0-1 space…
and mud will create multiple textures…

http://www.youtube.com/watch?v=MPXJUK3ekgE
http://www.youtube.com/watch?v=Ro_Ruhu-SGs

or you save a scene… open up the textures in phothsoph and scale them up to 8k…
and reopen the scene in mud… now you are able to paint in 8k… but its really slow…
i recommend the uv tiles…


#5

with the UV tiles method, do I have the same cross painting objects in the 3D view ?

so that means that in MAYA in my case I would assign diferents objects UVS to diferents UV space
let say 0,0 1,0 2,0 3,0 4,0 in the MAYA UV editor so with this to reduce the number of object only in 0-1 UV space and in this way to spread the objects among all the UV tiles spaces to gain resolution on the MUDBOX painting and to have maps not so big.

so letsay MUDBOX will generate a let say 5 maps 4096*4096

I need to see how to plug the shading network in MAYA if I un-combine the mesh back in MAYA to have the differents little object pieces to use diferents materials for each little object in MAYA to have diferents shading attibutes I think I need to plug the diferents maps generated by MUDBOX to the corresponding little object

do u have some kind of method for doing this in MAYA?

thanks very much


#6

save out a fbx in mudbox and you get all hocked up in maya per face…
or use this script here if you like to use uv tiles with only one shader…

[http://www.pixelcg.com/blog/?p=88](http://www.pixelcg.com/blog/?p=88)

http://www.youtube.com/watch?v=PX_YhMJLa20
http://www.youtube.com/watch?v=rCbr2LL6lWI


#7

thanks Oglu

excellent videos I tried with UV tiles the texture process and it works great, taking in count the safety margin on the UVs to avoid problems in mudbox, i did like 8 automatic UV tiles in maya and the resolution on the textures are very cool no blurred textures

I notice in mud that you need to activate a specific UV-tile to cross painting between them


#8

here is a new one by Jonas Thornqvist…
http://www.youtube.com/watch?v=aB5KGwxKqjc


#9

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