Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk® Mudbox™ / Community Help / noob question max-mudbox-ptex
  RSS 2.0 ATOM  

noob question max-mudbox-ptex
Rate this thread
 
58841
 
Permlink of this thread  
avatar
  • Navarth
  • Posted: 08 August 2011 05:40 AM
  • Location: Detroit, MI USA
  • Total Posts: 57
  • Joined: 25 September 2006 01:31 PM

I’m looking at mudbox 2012 and the ptex feature and I’m seeing and hearing lots about ptex-mudbox-maya, which is fine, but I work in max. So here’s a simple noob question about mudbox 2012:

can mudbox-ptex allow me to bring in an object from max without uvs?

Thanks for your time.



"Two hours of loose philosophizing will never tilt the scales against a sound belch.”
-Jack Vance, Cugel’s Saga

Replies: 0
avatar
  • oglu
  • Posted: 08 August 2011 06:11 AM

there is no native ptex support in max…
think its better to use the automatic uvs in mudbox…

or thry this plugin here…
http://www.mankua.com/Stripes/Stripes.php



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

Replies: 1
/userdata/avatar/0mkpbhb4w.png

Hey thanks for the reply. I guess I’m confused now, because I thought the ptex was the automatic uvs? So let me rephrase my question:

Do I need to do any UV work in max or can I bring it into mudbox and use these automatic UVs ? And go back and forth with those UVs?

Again, thanks in advance.

Author: Navarth

Replied: 08 August 2011 06:53 AM  
avatar
  • oglu
  • Posted: 08 August 2011 06:59 AM

yes you could use the automatic UV feature and jump back to max…

ptex is a different way to create UVS and store your texture data… its also a file format… you wont have the ability to use “normal” texture files like .tga or .tif… its storing all the data into a ptex file… if you like to know more… take a look…

http://www.disneyanimation.com/library/ptex/ptex-slides.pdf
http://www.disneyanimation.com/library/ptex/ptex.pdf
http://www.youtube.com/watch?v=YNgy2CYEvfI



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

Replies: 1
/userdata/avatar/0mkpbhb4w.png

Thanks for staying with me on this, oglu. Yeah I’ve been looking at the ptex info and it is powerful indeed. Too bad it’s not implemented in max. I liked STRIPES too.

But it sounds like I’ll be able to do what I need with the automatic UV feature in mudbox. That is fantastic! Does it create UVs that you could look at in the unwrap? Just curious. Thanks again

Author: Navarth

Replied: 08 August 2011 07:58 AM  
avatar
  • oglu
  • Posted: 08 August 2011 08:34 AM

the layout looks like evenly layout squares… you cant use them in photoshop to paint on…
its a big mess of uv shells… but its great for fast work in mud…



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

Replies: 1
/userdata/avatar/0mkpbhb4w.png

Great stuff. Thanks very much for the helpful info, oglu. I believe I’m going to buy this puppy.

best regards

Author: Navarth

Replied: 08 August 2011 09:18 AM  
avatar

My issues with automated uvs is that it becomes near impossible to load maps in and out of memory when painting maps in mudbox beacause the uv coords tend to not be grouped by location across multiple tiles.

With carefully crafted uv coords accross multiple tiles, you can easily load areas of the model in and out of ram.

With things like auto uv or even ptex, mudbox doesnt always load every tile automatically like you would expect.



Replies: 1
/userdata/avatar/0mkpbhb4w.png

Okay, I’ll keep that in mind, thanks!

Author: Navarth

Replied: 10 August 2011 12:28 PM