Well.....I was able to export it as an obj just fine. Thanks for that mookie.....and the sculpt that appears in my viewport in Mudbox is fine and looks good. But trying to apply a baked displacement back in max results in what almost looks like a flat square of a section of the belly (kind of like the stencil is flattening it out). I’m almost certain that’s not what’s occuring.....but I’m getting tired of trying to get this right to be quite honest.
Not to judge unfairly or anything (I know there are learning curves for all 3d apps), but for being such an intuitive sculpting tool it’s been that user un-friendly and then some for creating displacements. I really think the documentation needs to get a little better so it isn’t so much of a trial and error and hunt and peck sort of ordeal… : P
I hear you. And then when you compound that with Mental Ray’s quirkynes and buginess.... you want to pull your hair out.
I think these guys made mudbox with renderman in mind. I wish I had a grand to plunk down for renderman, but I just did a whole big upgrade to 64, paid my taxes, and for my daughters preschool tuition and now I’m tapped. So I gotta suffer through Mental ray’s finickyness for a while.
The truth is that I personally had a much harder time with zbrush 2. With zbr2 I gave up on displacements completely and just used the highest level. When I did get dismaps made from zbr2, I was never happy with the accuracy. So for me, I’m happy with Mudbox. Took me a month to figure out how to get a good map in mudbox, but now I get what I want, so I’m very happy. i really wish there was a manual though so that I could completely understand all the advanced options.
I still believe that the majority of mudbox problems result from something in the mesh or the uv’s. Or the way that each persons 3d app handles .obj. (which is a mesh problem too). I’ve been trying to get a friend of mine to try mudbox (he’s a purist, no dismaps or digital sculpting) he finally brought over one of his models the he created in Lightwave. After hE did some sculpting, we ended up having a hard time getting a good dismap, until I re-exported it from Maya. I don’t know why and I never could figure out why.
I find that I get the best results when I convert the polys to sub-d surfaces before rendertime. I don’t know if Max has sub-d surfaces, but you may want to try that.
By the way, you are baking 32 bit maps right? and are you setting the subdivision in the baker to good for both the high-res and the low-res? Have you tried contacting Dave or Tibur? They are really good about taking a look at your mesh and uv’s.
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