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jasonlin
06-10-2009, 03:48 PM
Hi...i have a problem about import UV in mudbox
when I level up it got explode...
anyone know why?:confused:
http://www.jasonlinart.com/uv.jpg

RobinB
06-10-2009, 04:49 PM
Yeah I've had that a few times too. The UVs look like they're imported OK, then when you go up a level they're all over the place.

Sometimes it works better to do it the other way around. Take your new model with UVs. Subdivide it to the same level as the original model and Import and Layer and pick the old sculpted model.

However I've got one model that that didn't work on either. (Also imported from Zbrush as I assume that model is judging by the auto tiles type mapping you've got there.)

RobinB
06-10-2009, 08:42 PM
Yeah if the UVs were to be used traditionally that would be a nightmare.

When I did that it was because I was trying to import a sculpted model from Zbrush and exporting the high and low levels and importing as layer wouldn't work. The model just blew up whatever settings I tried in Mud.

The model didn't have any UVs so what I did was add the AUV tiles option in Zbrush which produces much the same result as in the original post. Then I exported the high and low levels and used the import using UVs option which did the trick.

In the end I wanted some decent UVs so I tried to map the Mud low res model and couldn't get the UVs to import without the result from the original post.

So it's not exactly resolved for me yet. Has anyone actually had any positive results from import UVs? I don't think I've ever had it work yet. Something must be messing up the point order but I can't figure out what. I had the same problem in Zbrush so I'm guessing it must have been at the import to 3d app time or export from 3d app time.

Since then I've been careful to make sure I make UVs before I start sculpting.

aphexx
06-17-2009, 04:02 PM
hi, i dont know if i got your problem right. but how about this?:

sculpt as you wish in mudbox from default mesh or basemesh->
export a new lowdetail to retopo and map in a program of your choice->
import the new mapped lowpoly into the scene with the sculpt->
render the displacement from the highpoly onto the new mapped lowpoly->
delete the old highpoly->
subdivide the new mapped lowpoly to the desired detail level->
go to "maps", then "sculpt model using displacementmap"->
have a new mapped highpoly...

*edit* be sure to save 32 bit exr for the displacment map..also check it for errors in photoshop and overpaint them there, if you recognize errors after the displacement sculpt action in mudbox..