View Full Version : Import UV problem
Hello guys,
First let me tell you what I did.
-I modelled a head (1) and imported that into Mudbox (without UV's, well.. it did have UV's but very messy ones as I'm used to not unwrap high poly models)
-Started sculpting the neck part (2).
-Than decided to use a bump map for finer detail like wrinkles and pores and what not. But of course to do that I need to have a proper UVW map. So I went back to my modelling app unwrapped it (see a).
-Went back to Mudbox, on level 0 f the sculpt and imported the UV.
Now my problem.. when I go a level higher the UV gets all screwed up (see b). Does anyone know what might cause this and how to fix this issue.
Thanks in advance.
Darkghosty
04-10-2009, 07:51 PM
I believe you need to go to the Mesh Menu, then hit Recreate Level UV.
If that dosn't work I know there is a thread here with the same problem. http://area.autodesk.com/index.php/forums/viewthread/25304/
I'd try to write out more, but i'm swamped at work :)
Cheers,
I tried that method, it seems to clean up the UV mess a bit but it still is a mess.
I opened up the sculpt, went to the base layer and imported UV's. Still at base level I recalculated the UV's. But then when I go up a level it's still messed up.
I think I know what might've caused this problem, when sculpting I noticed that there is a hole behind the ear. This wasn't the case for the low poly model. there also are some n-gons cause I got a bit lazy. I'll try to recreate this problem with a sphere model 3 model total. 1 with a missing poly and n-gon, 1 with just a missing poly and 1 with just an n-gon.
--
Went back to Mudbox and checked 'show both sides' on.. it seems that the missing poly has inverted normals. So I'll do another test this time with an inverted normal of a poly.
Since as far as I know it isn't possible to retain the sculpting information, I cant just fix the base level mesh and apply the sculpting info on that mesh.
I'll try to fix that issue by exporting the base level of the sculpt (the one with proper UV's), fixing that inverted normal, and go the 'sculpt from displacement map' route.
I'll post my progress.
musashidan
04-11-2009, 09:56 AM
The 2 small shells at the top of the UV template(looks like the eye sockets)appear to be have no gutter padding seperating them.Also, are you sure there are absolutely no overlapping/inverted faces?
It's always worth spending whatever time in your 3D app making sure everything is setup just right before you export.No topological issues,no big differences in scale and no UV issues.
Also, are you sure there are absolutely no overlapping/inverted faces?
Cheers,
That's what I just said in my previous post, there seemed to be an inverted face behind the ear.
Anyway I exported he base level of the sculpted model, fixed that polygon. Now when I sub divide that fixed model and recreate UV's all is fine.
Only problem I have now is with baking displacement maps, the baking process is going smoothly. But when I edit the displacement map in Photoshop to paint some artefacts out and than try to sculpt from displacement map it doesn't seem to work, while using the unedited displacement map works like a charm with artefacts that is.
What is the best way to save out displacement maps from and for Mudbox?
Wayne
04-11-2009, 08:02 PM
bake out a 32 bit disp map
Apply as diffuse texture on a plane and set viewport to 'flat' mode
sample and paint out any dodgy areas.
export again as 32bit openEXR
Sorted ;)
Wayne...
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