UV problem


#1

so i’m a weird issue with the UV’s on a geometry. i can’t seem to create a smooth UV so i can start painting.

has anyone dealt with this type of thing, and found a solution?


#2

are all your uvs welded…?
looks like mudbox is bleeding all over…


#3

Have you done an import UVs from Max by any chance? Somewhere along the way Max re-orders the verts and messes this up.


#4

the vertex’s are all solid. and i tried importing the uv’s from Max. it kind of works. there’s still some weirdness on the edges of where ever i paint.

the uv’s work perfectly in max with a uav mod.

sometimes when i use the retopo feature in Mud i get this type of effect. often if i recreate the uv’s with 2,3,or 4 layers it solves the issue.

either way i’d sure love to figure out why this happens and how to solve it.

thanks for the ideas


#5

if you use the retopo feature… there are no uvs on a retopo mesh in mudbox… only ptex…
could you do a video or some more screenshots… thats strange…


#6

at some point i’ll try and recreate how this happened… but to your point is there a way to paint in ptex and then covert to UV in mudbox?


#7

you could use transfer maps in mudbox to bake from ptex to uvs…
but you have to do clean new uvs in maya or max…


#8

well it seems to have happened again. except this time there is no retopo involved.

is it standard to create uv’s when you Start sculpting, or when your finished?

i normally do it when i’m finished and ready to paint, but maybe this is where i’m going wrong.

just a thought.


#9

i do my uvs also after sculpting… could you show some images again…?


#10

here is another screen grab.

i used the basic human body from mudbox, sent it to Max early on to enlarge the hands.
brought it back to Mudbox and sculpted the heck out of it.

but when i went to start painting i saw the uv’s were messed up.

i know it seems like a strange issue… but somewhere along the way this just keeps happening.

any thoughts?


#11

i wonder if going to max and back to mudbox is the problem here.

in this case i sent over the Level 2 Mesh to Max, and it may have discarded the base level.

could this be the issue for messing up the UV’s?


#12

you have to use level0 for the uv import…


#13

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