View Full Version : Wire creases!?
PeteWood
03-01-2009, 12:09 PM
Hey guys,
I'm having a big problem with extracting displacement maps.
I have a simple model which i've set up the UVs in UVLayout 2, and i'm happy with.
I then take the model over to Mudbox, scribble on it for a bit and then go over to extract disp map.
Here i have tried all sorts and i always end up with the same problem.
I extract a 32bit map and when i open up a new window of mudbox and open the model again (before it was scribbled on) i sculpt it with the disp map i just created, and it ends up with weird creases along the poly flow :-\
Here's some images to better explain it:
PeteWood
03-01-2009, 12:10 PM
Everything is fine so far.. but this is where i sculpt it using the disp map:
spybg
03-01-2009, 02:28 PM
are your uv's are relaxed ? I had the same problems part of my uv's was bigger then the other one and I had kind of that issue try to pack the uv's and check again don't know really :-[
PeteWood
03-01-2009, 04:28 PM
Thanks for the input.
For the UV unwrapping, i followed Waynes tutorial. I might not of followed it to the T but i'll go back and have another go and see what happens.
Oh, and your site appears to be down..
spybg
03-01-2009, 05:05 PM
ya I know about my site i didn't paid the hosting forot to do it i'll go and check it out this week :D
let's hope that the issue is from the uv's
o by the way export to 32 bit floating point EXR when you export displacement and leave edge bleeding how it is it's good to do it..i think that may coused the problem ;)
PeteWood
03-01-2009, 05:43 PM
I'm in the middle of doing some new UV's now, but i don't think that'll do anything lol.
Edge bleeding you say?... Where is this now??
I'm on 2009 SP1 now and don't see any options for it.
On v1 it used to be on the Extract Maps menu along with a load of other options, but i can't find anything like that anymore :-\
Oh.. and that is a 32bit .exr in the example above
spybg
03-01-2009, 07:25 PM
aa my mistake...I mean smooth target uv's I mean did you use smoot target uv's ?
I'm exporting on OPEN EXR [32 bit Floating Point RGBA]
and TIFF [32 bit Floating Point RGBA]
Send me the mesh or upload it somewhere and i'll make you good uv's if you need help for it :)
PeteWood
03-01-2009, 07:33 PM
Yeah, i've tried smoothing target UV's and it doesn't make any difference.
I've just tried some new UV's, and i'm getting exactly the same problem so i don't think it's that.
I'd love to know where i'm going wrong with this, as i'd like to get some nice sculpts on the go and don't want to start until i've got the workflow all sorted first.
spybg
03-01-2009, 09:25 PM
ya dude I know what you mean..I have problems with the painting in mudbox service pack 1 and that's disturbing..
PeteWood
03-03-2009, 06:55 PM
Still no luck :(
I keep trying and keep ending up with the same results.
Has anyone got any ideas at all?..
It's getting quite annoying.. :-\
Bryan Silva
03-03-2009, 07:45 PM
Has anyone got any ideas at all?..
I got one. get rid of that star juntion with 6 edges coming to a single vertex. See if that does the trick? Try to avoid that when modeling. It is bad topology. 5 edge stars should be avoided as well, but sometimes they are unavoidable.
PeteWood
03-03-2009, 08:06 PM
Thanks, i'll give it a try but i'm not sure if that's it, as the problem is occuring along edges which are not connected to the star junction.
But i'll give it a go and see what happens....
Wayne
03-03-2009, 08:39 PM
Any chance you can post teh base in quesition to see if I can replicate it.
Wayne...
PeteWood
03-03-2009, 08:58 PM
Bryan, i've tried getting rid of the star and put down some some uv's and nothing has changed.
Thanks for the suggestion though.
Wayne,cheers.. i'll upload the mud file in a min...
PeteWood
03-03-2009, 09:23 PM
Wayne, i've sent you a pm containg the link..
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