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Mudbox higher resolution textures/multiple UV tiles
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  • Total Posts: 7
  • Joined: 12 June 2011 08:12 AM

Hi there!

Before I even go into asking my question, I am pretty much self taught on both mudbox and 3ds max, I can find my way around but I am in no way a professional so please bare that in mind if you are so kind as to answer my question.

I want to make a terrain in mudbox, basically I just use a plane and sculpt that, no problems thus far (only that some flat areas have a lot op polygons whilst they dont need to because they are flat..). My problem kicks in when I attempt to paint the terrain, Tons of detail gets lost because even though I use a 4K diffuse map this map applies to the entire terrain...the textues are just to blurry to move a camera up close (if I re-import into max). Still, my diffuse maps get fairly large 40mb+ (is this normal?)

Now as far as I have managed to understand Ill need to make more than one uv tiles. Because the entire plane is now in the 0 to 1 range. My question is, how do I add more uv tiles?

So basically suppose I make a 140x140 plane in 3ds max with 14x14 subdivisions, how do I make, say, 4 uv tiles for every 7x7 area? (so that its 4 7x7 areas or in other words this would allow for 4, 4k maps for the entire plane/terrain).

I am referring to max because I have not found UV editing tools in mudbox, also when it comes to uv mapping in general I am a complete moron. Most of the times I just flatten the map and thats it...so all in all I am not very knowledgeable in that area.

So once again, if I make a plane in 3ds maxs and I want to ‘split’ the plane into 4 equal pieces each with their own UV tile, how would I go about that? Do I use the UVW unwrap modifier or a other UV editor? (if there is a other editor in max, which I am not sure about).

Many thanks for any help!

[EDIT]: my question is in some way more 3ds max related but still the solution would apply for mudbox, therfore I posted it in the mudbox section. My apologies for any inconvenience.



Replies: 0
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  • oglu
  • Posted: 27 November 2011 01:50 AM

just move the UVs outside the 0-1 space… mudbox will automatically read them as tiles…
to render those textures in max you need a special setup…

here a tutorial from neil…
http://www.neilblevins.com/cg_ed...es/multiple_uvs_tiles.htm

or create autoUVs in mudbox and use more than one tile…
Mesh > Create UVs

from the mud help…
http://download.autodesk.com/glo...htm,topicNumber=d28e23083

also take a look at PTex… there is no need for UVs if you use PTex
Mesh > PTex Setup
the next max Vray version comming in a view weeks should be able to handle PTex fine..



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

Replies: 1
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First of, thank you very much for replying!

I have taken a look at the whole UV thing. I manage to get it working in mudbox just fine but the rendering in 3dsmax prooves to be more difficult. Even though I am using composite maps 3ds max lays the wrong tiles on the wrong areas on the mesh.

Anyhow I somehow overlooked your statement of pTex, its only now that I noticed it. I’ve done some research on that and it seems to be a great and amazing solution. In this video (http://www.youtube.com/watch?v=GxNlAlOuQQQ&feature=related) its being demonstrated that some areas can be res’d up and others down if you want to, that seems just perfect. The only problem is the support or lack thereof but I am sure support will grow for this over time.

So once again many thanks for your help. If you happen to have a good link on a Ptex tutorial/setup for max then please share but i’ll do my best to look for one myself as well.

Author: Matthias1992

Replied: 08 December 2011 06:57 AM