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Workflow help
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  • Joined: 17 December 2006 10:24 PM

So I started out working on a zombie like thing.  I only wanted displacement on the head shirt and hands. 

So when I began I modeled everything in Lightwave, then broke each little part off into its own UV and then on to its own .obj, and eventually onto its own Mudbox file.

Well...I decided that that wasn’t a good way to work because I wanted each map to be part of the same baking process and I wanted to work on the scene as a whole.  So I put all three of the parts into one .obj, tiled the UVs, renumbered each item’s displacement map to match the mudbox %i multi tile setup, loaded it into MB and applied the displacement map sequence all at one go.

That made me feel REALLY smart, but I bring it up for another reason; could I have applied a map here or a map there, by UV tile; and not HAD to do it in the group batch method?  This would have been helpful because each map had a certain amount of post/color correction and I wanted to get them all into the same file/bake process to alleviate that problem in the first place..

Now I am seeing that there is baker bug where a multi-UV’d model can’t be subdivided in the bake process anyways?  I think I have verified this one, but it has a very strange pattern.  My 4 tile model/bake worked ok at 512x512, it took about 5-6 minutes and the search distance seemed to be way off but it worked. 

At 1024 it hung on the split/skip dialogue AND!!!! the best part… It generated a 40gig txt file called Mudbox error log and filled my hard drive....

If I could just bake it out one tile at a time too, that would be cool as well.

This model bakes fine without subDs on though.

I guess the bottomline of this rant is, is there a way to control what gets baked inside a scene on a per-UV-tile basis?

PS, bake selected faces only has not been working at all for me…

Thanks : )

Final point/querry/observation if you stuck this long.  Is it a bad idea anyways to try and mudbox a face and clothes at the same time because the face will have such finer, smaller scaled displacement that it would get lost against the larger displacement expected to be seen on something like a shirt?



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