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Autodesk Media & Entertainment User Community
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Autodesk® 3ds Max®
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| Bake colour/spec/bump to arbirary mesh
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Fairly self explanatory really.. it would be very handy if you could bake out the texture information as well as normals. A lot of people start out with a simple base mesh so any uvs you make for that will be quite different to the uvs on a final in-game model, which could have quite different topology.
Also, even if your level 0 model is exactly the same as your final in-game model, you might well need to change the uvs on the low poly version at a later stage. (not an ideal workflow I know, but s**t has a nasty habit of happening!) If you import the new uvs into Mudbox the textures will be wrong in Mudbox and you’d have to start again. If you leave the uvs as they are the texure will be wrong on the final model...hmm.
Actually I guess there are workarounds for this - You could import a mid-poly version of the model into maya, apply the textures to it and use transfer maps to project them onto the new model..Also, I think Maya has a way of automatically warping a texture if the uvs change although I’ve never tried it… maybe Mudbox could have an option to do this when you import new uvs?
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Something like this would be useful in the future. Its also possible in max although a bit of a mess ound worflow wise to do in it. But yeah there are many times this could be useful, the only thing that makes me go ‘hmmm’ is baking a non mirrored UV mesh to a mirrored UV one. A way I could see this working in actuality would be to have the mesh shaded red and green in the viewport as an indicator, and then allow the user to pick the side used for mirrored texture projection onto the new mesh.
Wayne…
http://www.MudboxHub.com Independant Mudbox User Forum
http://www.DashDotSlash.net - personal site
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yes multiple bake options would be fine…
and this mirror uv baking is a gread idea wayne..!
at the moment i would move the mirrored uvs to an other uv tile…
http://www.linkedin.com/pub/christoph-schaedl/6/558/73b
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oglu 29 November 2008 04:31 PM
yes multiple bake options would be fine…
and this mirror uv baking is a gread idea wayne..!
at the moment i would move the mirrored uvs to an other uv tile…
Its a good idea to move the info to another tile, the only problems I can se are based on UV mapping itself as many people seem to have ‘interesting’ workflows. Some research would be needed to ensure that sticking the UV’s into another tile wouldn’t cause any massive issues for common pipelines of course. Of course an in built UV chacker would be handy as well so that people can then check for dodgy UV sets on import (lol and thus save me about 300 emails a day into the bargin lol.)
Wayne…
http://www.MudboxHub.com Independant Mudbox User Forum
http://www.DashDotSlash.net - personal site
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jay howse 29 November 2008 02:52 PM
Fairly self explanatory really.. it would be very handy if you could bake out the texture information as well as normals. A lot of people start out with a simple base mesh so any uvs you make for that will be quite different to the uvs on a final in-game model, which could have quite different topology.
Also, even if your level 0 model is exactly the same as your final in-game model, you might well need to change the uvs on the low poly version at a later stage. (not an ideal workflow I know, but s**t has a nasty habit of happening!) If you import the new uvs into Mudbox the textures will be wrong in Mudbox and you’d have to start again. If you leave the uvs as they are the texure will be wrong on the final model...hmm.
Actually I guess there are workarounds for this - You could import a mid-poly version of the model into maya, apply the textures to it and use transfer maps to project them onto the new model..Also, I think Maya has a way of automatically warping a texture if the uvs change although I’ve never tried it… maybe Mudbox could have an option to do this when you import new uvs?
I just realize you cant do this in MBx 2009. so i second that, because i really need this ability right now. I got the same mesh, but the UVs are different. I painted on the old UV, so theres no way to extract the color,spec to the new UV....sign..
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DarthWayne 29 November 2008 04:39 PM
...Of course an in built UV chacker would be handy as well so that people can then check for dodgy UV sets on import ...
Wayne…
I feel with as touchy as mudbox is with UVs this is an absolute necessity. It would surely save me head aches when i cant easily tell that my UVs are not mudbox friendly.
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