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Why does mudbox not like overlapping UVs?
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  • monkmidon
  • Posted: 07 November 2012 11:23 AM
  • Total Posts: 4
  • Joined: 17 February 2012 04:30 AM

Hello, I am wondering if there is any solution, or work around to this problem I am having with Mudbox.

I imported a symmetrical mesh into Mudbox, unwrapped and textured, with the UVs overlapping to save texture space since it is symmetrical, but when I put on the diffuse map, or any other map, one half of the mesh will disappear.

I don’t need to sculpt on this mesh or anything, I am just putting it on my character so I can take renders in Mudbox.



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  • oglu
  • Posted: 08 November 2012 01:37 AM

overlapping uvs are no problem…
looks like your geo is flipped… is this working fine without the textur..?



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

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Yea, the half will only disappear when I put the texture on it :(.

I am using mudbox 2013, are there any updates that might help?

Author: monkmidon

Replied: 08 November 2012 04:23 AM  
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That is quite strange, I usually would associate that with your face normals being reversed.



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  • monkmidon
  • Posted: 09 November 2012 10:40 AM

Yea it’s definitely strange. The texture is a .tga, I’ll try out other formats.



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  • robinball
  • Posted: 11 November 2012 10:52 PM

Was the geometry mirrored? That looks like a negative scale. What program did you use to make it. If it was max try reset xform. If the left side flips normals, then select those polys and flip them back.

It’s best to use symmetry or the mirror modifier as this isn’t needed then.

I don’t know how you go about this in other apps, but they’ll have similar functions.



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  • monkmidon
  • Posted: 14 November 2012 02:58 PM

I used max, I know the normals are not flipped, and it shows just fine in max when I put the texture on it.

Also, I tried different image types in mudbox, but same issue. I suppose next is to try an earlier version of mudbox



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  • sonictk
  • Posted: 14 November 2012 03:46 PM

Have you tried checking your mesh in the FBX viewer and seeing if this problem occurs with textures on?

You might also want to just slap a unify face normals in 3ds max and export again, just in case.



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  • oglu
  • Posted: 14 November 2012 10:42 PM

could you upload this object..?
or a part of it… id like to check it…



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

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