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| Just got some issues with Normal Map
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Basically brought a mesh from max 2009 into mudbox 2009 sculpted detail and so on, when it came to the normal mapping I did for the head and body provided in mudbox whiched look sweet :P and the normal map worked perfectly fine but with my mesh get this weird error when the normal map is finished to exactly everything I did for the other normal maps and mudbox says its “was done without errors” when I click on the normal map it looks like the image provided.
I have tried different resolutions (like 1024x1024, 4096x4096 and the other which I have forgotten) tried changed anything in options when doing nothing and trying the different resolutions didnt work.
Also when you bring a polygon model into mudbox, is that it (just export it as OBJ with possibly mudbox presets) then bring it straight in or do you need to do anything else?
Also tried like Recreate UVs after the map continued not to work within mudbox you know it gives you the option under the subdivision bits.
But does the trial do any sort of blocks with your own models and thats why the other ones worked perfectly which where done using the mudbox body and head.
Would really like any kinda of help as soon as possible thanks to anyone who responds.
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Please post a shot of your UV layout.
Wayne…
http://www.MudboxHub.com Independant Mudbox User Forum
http://www.DashDotSlash.net - personal site
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thats one of the things I was wondering about, do you like need to set up UV’s when its your model so would I do that prior importing into Mudbox 2009 ? So how do you like use max into mudbox and back to mudbox pipeline? Do I map all the uvs out first then bring into mudbox? Whats the best way to position UVs in max for mudbox?
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HAL88 07 November 2008 10:34 AM
thats one of the things I was wondering about, do you like need to set up UV’s when its your model so would I do that prior importing into Mudbox 2009 ? So how do you like use max into mudbox and back to mudbox pipeline? Do I map all the uvs out first then bring into mudbox? Whats the best way to position UVs in max for mudbox?
your question is quite confusing.....concerning baking> you just need proper uvs (no overlaps, enough edge bleeding) for your lowpoly mesh. that’s all.
so, a shot of your uv layout would be very helpful. ;)
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While from a pure scuilpting perspective you do not need ot ahve UV’s on a model, if you intend to either teture or extract maps form it then yes you do need UV’s. I outlined some common user error’s in this quickstart video : http://area.autodesk.com/for...eos---common-user-errors/
Wayne…
http://www.MudboxHub.com Independant Mudbox User Forum
http://www.DashDotSlash.net - personal site
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lol x100 I just found your video about it Darth Waye, you been a big help gettin to grips with mudbox you are a legend :) and yer I know what to do just little noob error forgive me first time using mudbox hehe
Thanks a lot for your help found some awesome unwrapping stuff such as headus (which you mentioned in video) and unfold 3d and texporter so gonna get on it ^_^
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