Problems with painting


#1

Hi,

I am having a problem with painting.
I exported level 0 to obj and set out my uvs in 3ds max, then imported uvs back into mudbox.

I made sure I left a 3pixel gap between islands and made sure there was no stretching in the uvs, but when I paint where you can see the cursor, coloured boxes start appearing where the polys are in the lowest level.

Any idea why?

Asimov


#2

Hi all,

I have found a solution to my problem. Well not a solution, a kind of workaround. The answer is to import the uvs in a different way.

Usually I use VertexID which in my view should have worked. I exported the obj from mudbox to max to do the uv layout, so the vertex ID’s should be the same, but something must get screwed up.

Anyway the answer is to choose Vertex nearest position on UV import, and then I can paint without problems.

I found the solution here
http://www.polycount.com/forum/showthread.php?t=73492

Asimov


#3

an interesting solution. i’ve had the problem myself.

thanks for the insight!


#4

Somewhere along the export> import pipeline the association of which UV is attached to which vert is getting messed up. I’ve seen this before.

Since it doesn’t seem to happen with Maya I assume it must be to do with the max importer/ exporter rather than mudbox. You have some good info here. It might be a good idea to report the bug to Max team. Should be an option under the Max help for Report a problem.


#5

i will say though that it is quite odd that i’d have to pull a model back into 3ds max just to get correct UV’s.

you’d think Mudbox would be the master of this


#6

Hi Bilbob,

Well mudbox isn’t really a standalone program like zbrush. You need to build your base mesh in max befoe you start in mudbox. Now you can do your uvs at that point, but very often the model will change so much by the end I find it is better to do it at the end.


#7

Asimov,
yeah i know that’s true… i just don’t like it …lol

mudbox should do all of these things, conquerable to zbrush. Heck it costs more!!


#8

Hi Bilbob,

Actually I like this feature heh heh. Have you ever tried to use zspheres in zbrush? A nightmare.
I spent about 2 weeks with zbrush and really gave it a good try, but the horrible interface lost me quite quickly.

I don’t mind building my meshes in 3ds max, because I know max pretty much inside and out. Been using max for 6 years, but only about 3 weeks with mudbox heh heh.


#9

i totally agree with you about zbrush and it’s interface. i did the same thing you did and felt like it was way too convoluted for me.

one thing i love about mudbox is the simplicity and straightforwardness of the program. i spoke to a grade school once and let them use the software… they were up and running in no time. in my mind that’s a testament to it’s quality.


#10

Hi Bilbob,

Are you a teacher, and did you goto Berkely university. I am sure I have heard of that place.

I have two big problems with mudbox now. Hard drive space and some brushes come out dotty no matter what resolution I get to LOL. This character project now is up to 11Gb because I always keeps a few backup stages.

I just wish I knew someone I could talk to on a daily basis like Wayne Robson. He is the mudbox God at the moment heh heh. Sometimes I get stuck on something and spend days trying to work it out instead of modelling which is annoying.


#11

i’m actually from berkley michigan and every year i speak to a grade school about what type work i do.

it’s fun. last year i let them use mudbox and they were stunned! and like i said they picked it up very fast.

when it comes to learning software, i’ve found, that just doing it is the best experience. but ,yes, having someone who knows the program in and out is extremely helpful.


#12

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