something wrong in displace UV


#1

hi guys ,
i’m sculpting a face in Mbox , and i’ve made a quick export test to maya.

and then ,ouch! the displace map is not really matching the model at the UV seams ,so it create some cracks in mental ray (cf: attached file)…
i don’t know what i can do to fix this!
Help me if you can,thanks!

S.

(i know there’s a seam in the middle of the uv face and this is dumb but it’s a quick test ,i’ll fix this later)


#2

may i see the uvs…?


#3

Without seeing the mesh itself my inital guess would be unwelded verts at the UV seams. What are you rendeing it in?

Wayne…


#4

this might help

http://www.zbrushcentral.com/zbc/showthread.php?p=429433


#5

thanks Rodi but it don’t do anything…=/

i think it came from mudbox if you look at the UV.

on the left of the pic ,the uv in maya(same as lvl0 export from mudbox) and the the right the displace generated by mudbox…

have an idea?

thx


#6

One problem with you base mesh, or rather a bug in mudbox, is that it needs to be made up entirely of four sided polygons. This is why your displacement map is wavy on the UV shell edge. The best way of getting around this is to export your level one mesh (it has been subdivided and is therefore a quad mesh), and export you highest level mesh from mudbox. In Maya, fix the UVs of the level one mesh and export it. Open that file in mudbox and subdivide it until the poly count matches the high resolution mesh. Then, import the high resolution mesh as a layer.


#7

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