mudbox issue and question


#1

I have started using mudbox, I watched DT tutorial on sculpting I was able to go in a scult pretty quick using mudbox unlike zbrush, problem is I brought in a low poly mesh of 1800 faces , I UV mapped it beforehand I imported it into mudbox sculpted detail and painted , but when I extracted the normal map and color and brought it back into maya the mesh looked weird. It was not like it looked in mudbox. The face had puffy areas, there was stretching of color in some areas,etc…

I thought all you had to do was UV the model and all the detail would show up exactlty how you sculpted it on your model. Also I was having a problem with the subdivisionlevels. I could go up to six before I ran out of memory.

My question is how low should your mesh be when you bring it into mudbox so you are able to add a lot of detail before running out of memory, or should you import and UV at a high res first. Also it you add any detail that was not on your low poly mesh in maya like say eyebrows will it cause stretching when you import the normal map back into maya.


#2

i would recommend this workfow here…

  1. create a basemesh or use the mudbox basehead…
  2. sculpt a rough version… no fine details… only volume and proportions…
  3. retopo the head…
  4. sculpt again…
  5. create uvs…
  6. bake…

think this vid should open your eyes…
http://www.youtube.com/watch?v=sdz_gfGi0GI

i wont go so far with the first sculpt… i do my retopo aerlier…


#3

Thanks for the quick response OGLU. When you say retopologize what does that mean ,I have not done many characters in the 5 years I have worked on 3d just envionments and hard surface modeling, so excuse my ignorance. By the way thanks for the video link.


#4

retopo = building a new mesh with clean topology based on the old one…
ken is doing some retopo in the vid…


#5

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