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Cloning artifacts in Mudbox 2013?
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  • wrender
  • Posted: 15 August 2012 07:16 AM
  • Total Posts: 43
  • Joined: 24 October 2008 07:05 PM

I have been cloning out seams on a mesh and noticed I would get strange hard edged/aliased artifacts in the stroke even though the it is a default soft brush. I don’t know what causes it and I am trying to understand how to prevent it.

Here are 3 images to depict the problem:

1. Mesh with texture requiring seam fix

2. One vertical stroke of clone tool to cover seam giving hard aliased edge

3. Multiple squiggles of clone brush trying to over come the artifact problem



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  • oglu
  • Posted: 15 August 2012 08:34 AM

i assume long thin faces… mudbox dont like them…
cut in more edges or subdivide the mesh twice without smoothing them…



http://www.linkedin.com/pub/christoph-schaedl/6/558/73b

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I subdivided as you mentioned and the artifacts went away and the brush quality and response speed improved too!!!!

I’m befuddled on how to interpret this. Anyone know the technical reasons behind this? I would love to understand it.

Author: wrender

Replied: 15 August 2012 10:18 AM  
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  • wrender
  • Posted: 15 August 2012 08:58 AM

I tried sending screen to Photoshop projection, only to my horror to see a terrible seam along the entire edge.

What kind of topology is Mudox expecting for texturing? I understand for scupting purposes evenly spaced quads delivers best results. I would not have thought it would hamper texture painting/crossing seam boundaries especially if it uses a screen based projection method.

ps. How does Mudbox handle painting across seams? I Know in Bodypaint you need to evoke projection painting to cross a seam. Though mudbox does not appear to mention/require that.



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  • wrender
  • Posted: 15 August 2012 09:40 AM

I just tried doing the same seam painting work with the same mesh in Bodypaint and it did it perfectly with one stroke.

I am not sure what to think about Mudbox’s painting engine/approach. :S

I would like to understand how it works to better harness it. Is it projection based? Is there some relationship to proximity of face vertices?



Replies: 1
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Mudbox is not really projection based which is why its a little picky at times. You can project from camera if you want, but you do not need to. You can paint right over seams… seamlessly… usually.

If you’re seeing thin lines like that sometimes its because your uvs arent packed with enough bleed area. Try a bleed of 2 or 4 when packing uvs.

Author: A.Baroody

Replied: 15 August 2012 01:34 PM  
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I don’t really know how Mudbox does its texture painting, but it certainly does seem to work better with fairly uniformly dense quads. Presumably the dev team assumed people would mostly be working on subdivided sculpts (not always true).

I can’t paint a low res game model made of various sized polys with a small brush for example. The paint doesn’t seem to reach into the middle of large polys. Subdividing without smoothing works, but that results in bad lighting, so not ideal for me.

Works great on a sculpted model though. :)



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