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sir_c
10-12-2009, 04:35 PM
Hi, I'm a new user of mudbox and 3ds max and trying to get to grips with all that's involved. I have Wayne's DVD which I have watched and have started to use mudbox to texture up an object. However, when I export the item as an object and import it into 3ds max, 3ds grinds to a halt. I think this is simply because by the time I've done some texturing and painting it ends up being a really big file! Apparently it is 2.5G!!!!

This size is way to big to work with and I need a solution so that I can get a textured object back into max to animate without max crashing.

My guess is that this is a really obviously new user question - but any help would be very welcome!

The only thing I can find that seems to address this is the normal and texture map option. Is the best solution, to extract a normal and texture map for the object and then open the base object back in max and apply the maps?

If so, how do I go about doing that as I can't seem to work out how to apply the saved maps back in max.

Sorry for the newby questions and thanks in advance for any help.
sir_c

Wayne
10-12-2009, 07:39 PM
For game res stuff use normal maps...simply set up your textures for your low res with normal in your bump channel and use mudwalker to send it all over to max.

For film / anamatics use either displacement or combo of displacement and normal map.



Wayne...

sir_c
10-12-2009, 08:36 PM
Hi Wayne, sorry but you will have to assume I know virtually nothing ... which is about true ... I learnt the basics of making the maps from your tutorials but they stopped before giving anything on moving the maps into max.

I am assuming that the common practice is to modle in mudbox and then rather than outputting the final version as an object you would output the maps and go from them? (That's how little I konw!!)

My aim is for tv animation (eventually) and I can now make a displacement and a normal map in mudbox and browse them, but what is 'mudwalker'? and how do I then get them into max so that max opperates properly? I looked through the max toolbars but it wasn't obvious to me.

Also, what graphics card would you recommend? I'm running a quad core machine with 8M and have been running an nvidia GTX 260 with over 1G of ram. However, some others are saying you really need either a quadro or a firepro card. Any suggestions as things can also go a little slow with bigger after effects projects as well as with these mud/obj files.
Thanks
sir_c

Wayne
10-13-2009, 12:10 AM
Hi Wayne, sorry but you will have to assume I know virtually nothing ... which is about true ... I learnt the basics of making the maps from your tutorials but they stopped before giving anything on moving the maps into max.

I am assuming that the common practice is to modle in mudbox and then rather than outputting the final version as an object you would output the maps and go from them? (That's how little I konw!!)

To b honest there is no one way to do anything in 3d, let alone in mudbox. The way I work is to sculpt over a very basic base mesh , retopologise this externally in topogun, then continue sculpting and texture.

I then export all these maps to max for render along with the base mesh. but there are other ways of working....




My aim is for tv animation (eventually) and I can now make a displacement and a normal map in mudbox and browse them, but what is 'mudwalker'? and how do I then get them into max so that max opperates properly? I looked through the max toolbars but it wasn't obvious to me.

Once your model looks nice in mudbox with all maps you need painted, if your using a normal map then import this into the bump channle of your material in mudbox and then export usig mudwalker.

What is Mudwalker?

Well the videos on the main part of the site (www.MudboxHub.com/MudWalker) (http://www.MudboxHub.com/MudWalker) probably explains it far better than I can in a few words. Version 1.5 of MudWalker is due out soon. The short version is that MudWalker is a plugin I wrote for mudbox that allows you to export and start up extenal apps in a single click.



Also, what graphics card would you recommend? I'm running a quad core machine with 8M and have been running an nvidia GTX 260 with over 1G of ram. However, some others are saying you really need either a quadro or a firepro card. Any suggestions as things can also go a little slow with bigger after effects projects as well as with these mud/obj files.
Thanks
sir_c


I'm running a GTX260 myself at the moment, and used to run a 9800GT...both work well...anyone who insist that you must have a quadro etc are to be frank talking complete and utter rubbish. You need a card with above 512 mb of ram and above 8 series (nvidia)..although I'd say go 9 series or above.

I avoid ATI like the plague as they are prone to more visual bugs in mudbox mainly due to the drivers being a bit FUBAR from time to time. (No artist in production can afford ot wait on a driver to finish a model or asset.)


I'd advise going through the quickstart vids etc on the front part of this site and giving the manual a good read over. (yeah I know reading a manual has sort of gone out of fashion the last few years...but its worth the time.)

hope that helps.



Wayne...

sir_c
10-13-2009, 01:17 PM
Thanks Wayne. I have tried to get my head round it all but it's taking it's time! I will re-watch the videos and try to read the manual.

BTW I am using the autodesk 6 month trial of mudbox 2009 - mudwalker only seems to support 2010 - is there a version for2009?

Wayne
10-13-2009, 02:02 PM
BTW I am using the autodesk 6 month trial of mudbox 2009 - mudwalker only seems to support 2010 - is there a version for2009?

Sorry it not avialable for 2009 as is wasn't progranmed with an SDK in mind so no plugins will work for that version only 2010 onwards.


Wayne...

spindraft
10-13-2009, 06:35 PM
anyone who insist that you must have a quadro etc are to be frank talking complete and utter rubbish. You need a card with above 512 mb of ram and above 8 series (nvidia)..although I'd say go 9 series or above.

I avoid ATI like the plague as they are prone to more visual bugs in mudbox mainly due to the drivers being a bit FUBAR from time to time. (No artist in production can afford ot wait on a driver to finish a model or asset.)

I can't agree more. I was previously running 260's in sli (worked great), but switched to a 4890 due to compatibility w/ a particular mobo I was trying out. Under typical circumstances (general consumer activities) it does well enough. But it absolutely does not agree w/ mud. All sorts of silly artifacts & junk. I'm just dealing with it for the moment, but will be switching back as soon as I have some 'shuffle cash' handy.