View Full Version : how do i extract maps from my model?
noktek
06-21-2009, 07:21 PM
Hello there, i decided to model a scorpion with mudbox, it was the first "serious" experiment in mudbox. Now, i somehow got sucked in and well it is almost done, and i am quite satisfied with it, even! but let me jump to the problem (see picture)
i started with doing a lowpoly model in 3dmax and i did not set the uvw. (pic1)
i divided the model up to 5 times to lvl6 and started working on it. (pic2)
i jumped down to sublvl1. (pic3)
What i want to do now is to build uvws of the new lowpoly model (sublvl1) and import them into mudbox to apply them to the sublvl6 and start texturing it. I am not sure of this pipeline, i just think it might work, but i do not have a clue about how to import the uvws, and also if i uvws built for a sub1 will work fine on sublvl6 or if it might be better doing uvws on sublvl2 or maybe even 3.
my end product should be an 3dengine-ready asset, animated and with diffuse bump and normals map.
if anyone feels like corriging me and could point out an efficient way i shall follow id be immensely grateful.
cheers Raffaele
griml0ck
06-21-2009, 10:23 PM
It's covered if your read the help documents. Basicly you just export your lowest level as obj. Import into max and make an UV map there. I haven't used max much so I'm not sure about the workflow for obj import and export. But you need to make sure max doesn't change the vertex numbers. When you are done with your UVs in max your export them back into mud as obj. And use the "Import UV" and choose the obj (you need to be at level 0). Make sure you step up a level and check that the UV are still good. If you can't see an UV map use the "recreate level UV" function. And if UV looks "blown up" your vertex numbers have changed during the process. Then you basicly have to do it all over again :) In maya you just need to uncheck the "create multiple object" button in the obj import options too keep the vertex numbers. Good luck!
noktek
06-22-2009, 05:35 PM
hey thanks for the advice, i prepared a nice uvw layout from a sublvl1 and imported it on sublvl0.. it does not seem to work very well...:(
noktek
06-22-2009, 07:26 PM
so things do not look good i couldnt manage to import the uvws properly...
could anyone tell me if its because i built the uvws on a sublvl1 instead of sublvl0?
Or maybe i have to change export settings?
import your new mesh into the scene and bake between them...
there is no need to import the uvs onto your old object...
noktek
06-22-2009, 10:41 PM
but the lowpoly mesh is not retopologized/optimized yet... im not sure of how i should proceed on doing that... i mean of how to have uvws working on a different topology... any idea of how to proceed?
noktek
06-22-2009, 11:27 PM
yuhu so i managed to extract the normal map and apply it to the unoptimized lowpoly mesh. (see pic)
what would you suggest to do next? i also tried to extract an ambient occlusion map but all i got was my uv map in black and white..
Another question, how do i start painting/texturing my highres mesh in mudbox if i dont have the right UVs applied to it?
noktek
06-23-2009, 05:41 PM
i am still unable to get a sublvl6 with the new uvs on it...
maybe because i prepared my uvw on a sublbl1
then i tried to bake a displacement map between a sublvl6 of my new basemesh with uvws and the sculpted mesh... i got a disp map with some bugs on it, eyes cavity for example...
i really wonder what is the process to get the UVs on my precedentely sculpted lvl6..
noktek
06-24-2009, 11:29 AM
ok so this seems to be a soliloquim or my personal diary but ill go ahead anyway, might be of use.
I got decent results with subdividing my new base mesh with uvs up to the same polycount as the modeled one and extracting disp map, but there were artifacts everywhere. so i decided to roughly model the new submesh in order to make the 2 shapes have less space between them and this did not work as good as i expected. Maybe i should rework the lowbase mesh, add and cut vertexes and faces here and there, the so called retopology prpocess i guess, but i fear my UVs might go destroyed or altered and well it was a hell of a work. Can someone tell me which is the best way to proceed? and if my UVs will be altered if i modify the base mesh?
Wayne
06-24-2009, 02:27 PM
Some apps alter the uvs while you edit nad others dont. So there's no hard and fast rule. Your best bet is to ensure that your low res is as close as you can to the sillhoutte of your high res. Also make sure that faces in your UV are the correct size for the detail you wish to extract fomr them.
Wayne...
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