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Headus UV layout has recently added a repaint feature to their UV software that enables you to transfer texture maps from mudbox if you reflatten or repack your UVs. I think you
may be able to do this via Maya too but I find it a useful addition to my mudbox texturing workflow anyways.
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Heres a test with this, Needed to restretch the UVs on my model in mudbox after sculpting in a mouth and didnt want to lose the work I had done so far on the texture. Nothing
like having a non linear workflow.
Left pic shows model with new reflattened UVs and old texturemap, pic on right shows same model with new texturemap after running it through Headus UV Layout. Looks promising,
dont seem to be any seam issues, this was using 16bit tiffs, I tried a 32 bit tiff texture file and it came out mid greyscaled, will have to try it for displacement maps though
you can go through a sculpt with displace workflow in mudbox to do that easily enough.
Just a quick job on repacking the UVs to test so dont ping me on that :)Phil at headus has a video showing the workflow, Unless you preserve the shells bounday orientation and
scale there is a little loss of quality on the texture transfer sampling, but there is some workarounds for those.
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Heres the same thing with a 32bit displacement tif. Headus currently doesnt handle exr’s. Old disp map applied left to reUV’d model, repaint transferred disp map applied on the
right. For a rough and dirty test not bad, only real error I could see was some spike over the left eyebrow. Less usefull than for texture maps but interesting none the less. Im
surprised mudbox dont implement texture map transfer.
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