Mudbox terain uv mapping problems


#1

Hi again, i know i currently have a thread running, but i have another basic mudbox question i was hoping someone could answer so decided to make a new thread.
This one is regarding textures and uvs.
Im currently following this tutorial: http://www.youtube.com/watch?v=p0o3bqoM0Qg
In short creating terrains.
Im a little confused as to the general workflow, currently:

  1. making plane 512x512 in maya for sculpting in mud.
  2. subdividing and sculpting in mud.
  3. texturing in vue, using exported displacement map from mud.
  4. applying texture map to highres sculpt in mud.

So now this is where im confused: should i be applying to low res sculpt that has uvs? i know you can rebuild for higher subdivisions.
Do the uvs even need unwrapping, or is the default plane uvs fine? ie. this person is using default plane uvs http://www.moddb.com/forum/thread/mudbox-problem-with-terrain-uv
This is what im getting: https://picasaweb.google.com/lh/photo/pC4PwvFkEI90vDgwFaRg1LMUusW1O7H5vIrsuEHkU8?feat=directlink
https://picasaweb.google.com/lh/photo/
-ILyXiOe7SuHF1sPItBV1LMUusW1O7H5vIrsuEHkU8?feat=directlink
https://picasaweb.google.com/104810926216408048284/CG?authkey=Gv1sRgCLLC5abD366DYg#5912390262662051090
Notice how the texrues become warped on steep slopes. is this topology or uv issue?
Is the textue map an acceptable texture map. Again seems to compare to:
http://www.moddb.com/forum/thread/mudbox-problem-with-terrain-uv
and in the tuorial i link there is no mention of uv mapping, he continues with a planar map right the way through.
How are the uvs of a lowpoly supposed to match uvs on high poly, when theres so much more detail and shapes?
apologies for the loads of questions, i have done plenty of reading and have found no answers to what im asking. If anyone wants to tackle this, thanks.


#2

Ok so upon working on this further, and more reading, ive answered most of the questions in this thread.
What should have been apparent to me in the first place, but i think wishful thinking obstructed that a bit, is that any steep cliffs can not be textured with planar mapping from apps such as worldmachine/vue, as the map will stretch. For large scale terrains viewed from a distance this probably dosnt matter, but for close to terrains, it does matter. therefore on terrains such as these uv work has to be done to achieve proper textures on steep slopes.
However this raises another question of the best way to go about texturing in objects like this. For small sections its viable to hand paint in mud, but for large sections of cliffs, it would be better to create a procedural texture, however first choices for creating procedural terrain textures, vue and world machine, wont work due to their only being able to render orthographic views from the top.
So a follow up question to anyone who is interested in the contents of this thread, does anyone have any ideas as the best way to proceed?


#3

i would paint everthing by hand if you have to get close to those cliffs…
yes this will take several days/weeks of work… but thats the way you do it…

or you take the mattepaint route and use projections…


#4

Thanks for the input Oglu, im actually experimenting with a new workflow to incorperate the best of both, the speed of procedural and the control of hand painting. Will post some development in here if thats ok, incase anyone is interested.


#5

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.