I created a normal map in mudbox for baking in maya but when i bake it on the face, it has some distortions. I tried to correct whatever i cud in photoshop but there are still parts which look very patchy. My question is, whats the proper way to correct such kind of patches though i have tried hard in photoshop. I am attaching both the extracted normal map and also how it looks after its applied over the face. Open the attachment and you will know what i am talking about.
I have a problem when I extract the normal map of mudbox. I see on the result a degraded in the normal, then when i put on 3d max i see a shadow degraded... Maybe i have bad parameters in normal maps extractor. extract the normal map on mudbox where resolve this problems.
I'm trying to project a normal map from a high poly model onto its low-poly version but I'm having some problems.
I modeled some details on the high-poly model as you can see in FIG.1.
The details all have the same depth and everything as can be seen on FIG.2
But yet when the normal map renders, the detail loses depth the further they go from the center and the squarish detail at the bottom doesn't even show up at all. (FIG.3)
I tried pretty much everything I could think of to fix this, but nothing works.
Max 2010, Windows 7 Ultimate x86. ATI Radeon 4870 512 MB. Intel Core 2 Duo E8400 Wolfdale (2x3.0ghz), 4Gb Ram, DX10.
Is there a way to apply a stencil to an entire model at once? if you wanted a lizard to have scales all over, uniformally, and then mask them out where you wanted, is there a way to do that in one step as opposed to painting over the stencil, rotating the model, painting over the stencil, etc.. etc..?
I have a hatch pattern in one of my objects. I want to apply exactly the same hatch pattern to other objects but I don't remember the settings for original hatch.
There is a command in ACAD to apply properties of one object to others (brush icon in toolbar). I tries to use this command but it seams that it doesn't work for hatch.
What is easiest way to apply a hatch pattern from an object to the other one?
I started with a plane and then was connecting vertices to expand the plane. All the new vertices show more than one normal comming off it. I have checked and their is only 1 vertex at each of the points that are sprouting like 3 normal lines per vertex now.Unify normals removed them but still wondering.
i don't have a normal cursor, which in my case is an arrow. instead i have what looks like three tiny hands in a row. this makes it very difficult to be accurate when cropping, or tilting. i uninstalled and reinstalled, to no avail. i'm using cs4 extended
Ever since I installed CS4 Suite with Photoshop Extended, my Photoshop would crash as soon as I open a file. This would not happen if I am logged on as administrator on my Windows XP, but any other type of profile has the problem.
I tried: reinstallation, clearing the Photoshop preference file, testing whether some startup service is causing it, and created new user profiles, but neither helped.
Since, I did not have this problem with the CS3 suite, I assume that CS4 tries to do something that only administrators are allowed, but what?
want some normal looking type instead of having it sharp or smooth and turn AA off the type looks all weak and cracked, how I get it to look more "normal"?
I'm playing around with some video game models in 2011, but my efforts at applying textures are being foiled by this bizarre issue with the Normal Bump (see attachment).
Namely, it isn't showing in the renderer, despite being properly applied (as far as I can tell). I've downloaded Service Pack 2 and Hot Fix 4 for 2011, and fooled around with settings like "amount," but nothing seems to affect the render quality.
Operating system: Windows 7 Home Premium 64-bit Version & Updates: 3ds Max 2011, Service Pack 2, Hot Fix 4
Can I set up camera focal length in mudbox, like maya?I am having hard time to sculpt my model due to the different focal length view in perspective view.
I watched a video: [URL]...... and the person paint in UV view at times. I can not figure out how to do this. How they are painting in the UV View? It would be great for fixing little oversprays like they used it for.
I am working with a human body mesh that I made in maya. The model is all quads, and has been sent to maya and exported back to Mudbox using .fbx many times.
The problem is: On my most recent trip from maya 2011 to mudbox 2011 the smooth tool no longer works the same. The tool still smooths but it tries to arrange the quads from my mesh from rectangles to a more diamond & star pattern. When I open a different file everything works like normal.
There are no errors when importing the FBX file, and every other tool works as it should.
I am relatively new to maya, and just self-taught with mudbox, so there is a very good chance that I may have caused the problem, but I cant find any settings that I would have accidentally adjusted and the problem stays with this mesh even if I import it into a different mudbox file.
For all I know it wont effect my final rigging and animation, but Ive never had it happen before on any other model and from how nasty it makes the mesh look I cant imagine it would be good.
I attached a before and after image of what happens when I use the smooth brush.
Every time I export a scene from Max, and then use the paint tools, mudbox crashes, literally every single time. I can quite happily use the scuplt tools.
I can also quite happlily use the paint tools as long as mudbox is not connected to 3DS Max.
I have applied both SP1 and SP2 for Mudbox 2012, and max is SP'd aswell.
I've got a good machine, Dell M6500, 12gb RAM, 1gb ATI Gcard, Win7
I am working on a personal project and any time I try to detail and texture my character in mudbox, I get no UVs showing in mudbox even tough I have projected UVs in maya before exporting.
I use a stencil just with straigh tlines. When using that stencil on a cube or plane it works like a charme. The edges look smooth and like a perfect cut.
The cube below has about 98.000 polys.
when I do the same thing on a base shoe model, the edges do not look good anymore.
even by increasing the poly count to 4 millions.. the edges are not smooth anymore.
I double checked the base geometry of the shoe. it's all in qauds, and the edge flow is very nice done.
- how can I make sure that the lines will appear as smooth and nice like shown on the cube ?
I am trying to create a AO and Normal map of the same model with different sub d level but with different UVs but when I do both my UVs are all mixed up. Is it possible or i need to have the same UVs on both model? what are my alternative?
I want to understand the theory behind the workflow between 3dsmax and mudbox.I know that exist 2 workflows:
1- send your low poly obj model from 3dsmax to mudbox, then subdiv the mesh in mudbox and generate the textures and normal map. Finally return to 3dsmax but ONLY use the maps to recreate a high detail model. This is useful when you make video games character or when you animate the model
2- send your low poly obj model from 3dsmax to mudbox, subdiv the mesh, sculpt paint, generate maps and return the HIGH resolution MESH to 3dsmax(return with textures). It works only if you generate still images, not animation.
I've got a model with uv tiles that I painted on, all good so far, exported out the maps.
now I need to move some of the uv tiles and my question is, how do I reassign the textures in Mudbox so that they appear in the new position of the corresponding tile? Is this possible?
I installed Mudbox 2012 just a few minutes ago. And almost immediately I ran into this problem. All images of objects in the official Mudbox documentation have a shiny brownish appearance by default. E.g. :
[URL]........
However, whenever I am loading a pre-installed mesh (Create > Mesh > Sphere), I am getting a solid black object. E.g.:
[URL].........
So how do I change the view? My display options are set as follows:
[URL]........
My laptop specs are as follows:
Core i5 2.3GHz 4GB DDR3 RAM 1GB graphics solution (AMD Radeon HD 6490M) OS: Windows 7 Ultimate 64bit
When extracting texture maps in Mudbox, there are automatic options for Ambient Occlusion, displacement and Normal maps. How do I go on about creating a color map?
I modeled a female body and imported from 3DSMAX to mudbox to texture but now i'm having trouble on baking the displacement map in MUDBOX. I'm using tiff 32 bit floating,7 x 7k, with search distance of 4 (i believe it's a relative good number). My source model is step 0(with about 2 million faces) and the other is step 2(with aprox. 6 million faces). I'm using target to closest model, smoothing only the source and wht i get is this: a big black image with one or another gray dot.
I saw several tutorials about wht might be. I changed several times the search distance, and also tried to bake in max. Nothing seems to work. Mudbox keeps leving me with a blck image and max gives me something strange that works a little as a displacement map but it is totaly untileble.The two images attached are from mudbox. One as i get, and in the other i tried messing with levels in photoshop but it didn't work too.