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Been working on only half a head - what to do?
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  • Total Posts: 8
  • Joined: 10 March 2008 01:26 AM

I think I’ve got myself into a pickle with a model I’m making in mudbox. I started out using the base head model, and deleted half of the head and started to work - I’m now up to level 3. What I didn’t realise was that I should have just frozen the other half and then flipped the level detail over. Anyways, as thats no longer an option… can someone give me some pointers on how I can bring the head back in complete and include my level 3 work. Many thanks!!

P.S.

Does this sound like the best option…

1. export model at level 0 and export the level 3 detail too.
2. duplicate and join in maya - export
3. import into mudbox, freeze the new faces from the new side of the face.
4. import level 3 detail… and then unfreeze and - i wonder can I then flip the level 3 detail?

Any pointers would be much appreciated!

I need the full thing in mudbox as i intend to make some changes on the otherside so that its not symmetrical.



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much better method would be to
1. bake a 32 bit displacement map. 
2. export your low level and join it in a 3d package.
3. bring the new joined mesh and displace it back using the displacement map you baked out.

this is probably the only option you have now… But its not really a “last resort” option, I use this pipeline anyways for other reasons and it works just fine, usually I get a few artifacts that I have to clean up, but its pretty easy.



http://www.justin-lloyd.com

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Thanks mate - I’ll give that a go.

Only issue is I get a memory error when I try to export at 32bit.
16bit works - odd given i have 3.5gb of ram



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Well when you do a 32bit map at default settings, it comes back into mudbox perfectly.  I have not had such luck with 16, it doesn’t seem to displace it at the same values, but give it a try I’m curious to see how it works for you with a 16 bit map.



http://www.justin-lloyd.com

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ok… strangely, the memory crash only occurs when I increase the map size to 2048 x 2048 - it works if I leave it at 1024. Your method worked perfectly! Many thanks man!!

Oh and 16bit produces much less detail.



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