Mudbox :: Maya Diffuse Flatten Turns Red?
Nov 12, 2012When i update in mudbox to maya the diffuse texture automatically flattens from the first image to the second. I cannot find a solution to stop it turning red.
View 2 RepliesWhen i update in mudbox to maya the diffuse texture automatically flattens from the first image to the second. I cannot find a solution to stop it turning red.
View 2 RepliesTrying to do a normal projection painting and getting darker skins. I tried to turn on and off the gigatel to see if fixes the problem but still gives me darker color. Tried using Ptex to see if this fixes the problem, problem still remains. None of the techniques I tried worked...
When I use the standard mudbox base head, no issues. It paints as it should. When I open my sculpted mesh portrait, same workflow and it gives me much darker image as the video shows.
Video: [URL] ......
My system spec:
I’m using Nvidia GTX 560 Ti, 1G ( Driver version 9.18.13.697 - 02-October-2012 )
Windows 7 Pro 64bits.
cpu i7 860, 2.8 ghz
16 GB rams.
Sent to Mudbox working fine and i can see all uvs and so on, however sent back to maya with UVS and textures giving me hard time, whatever i do it always send it to maya with black textures. I have 3 layers on normal,spec and diffue...
View 1 Replies View Relatedit is windows8 64 bits.i can't send anything to mudbox.The button is available,but when open mudbox ,there is nothing.
View 9 Replies View Relatedi'm desperately trying to export some curves from maya and import them in mudbox, but i can't get it working. i tried exporting .iges files from maya, because they are supposed to support curves, but mudbox won't import this kind of file. .fbx files don't work, because they do no support curves. How i could achieve importing curves to mudbox?
View 3 Replies View RelatedI’m using mud box 2013 and maya 2013, I’m trying to send a model/mesh through from maya to mud box by clicking the mesh and then file > send to mud box > send as new scene. This seems to work fine I get a little connected to mud box dialogue box in the bottom right corner and mud box begins to open, when it finally opens the scene inside of mud box is empty. Its as if its imported nothing.
View 1 Replies View Relateddoes Mudbox support FBX with a Maya blendShape node? I have a face with hundreds of blend shapes on an active node in Maya, will Mudbox support this as FBX import? If so, are there some settings I need to be aware of?
View 3 Replies View RelatedWhat is the best way to start modeling a character (with image reference), in Maya or in Mudbox ?
View 2 Replies View Relatedhow to lay UVs for seperate objects into tiles so that when painting in Mudbox I can color each object without the color bleeding through UVs to other objects.
I tried resizing them within the UV space but this didn't work because I also need them to have a high resolution so I can get detail in Mudbox...
I basically want my UVS to look like they do in this picture...
[URL]
I extract a displacement map from Mudbox 2012 that has just a simple sphere. Then in Maya 2012, I create a file node and try to load the displacement map. Maya crash.....
View 9 Replies View RelatedI am having an issue transferring an object I have sculpted in Mudbox, and trying to import it correctly to Maya. In Mudbox, both of my objects show up just fine (don't worry about the UV issue on the face). When I choose to 'send objects to Maya,' the objects display in a new scene, but the hair doesn't show up at all. In the Outliner, Maya displays an empty transform node titled 'hair,' but I can't get it to show up as a solid mesh within the scene.
Am I going to have to remodel the hair in mudbox again and just pray that the model will import to Maya without issues?
What is the best method to make a base mesh in maya for a creature and get it into mudbox?
View 2 Replies View RelatedI have run into an issue relating to the differences in the way Mudbox and Maya subdivide meshes. My workflow for creating blend shapes is as follows:
1. Create base head mesh in Maya
2. Import base head mesh into Mudbox and subdivide to level 2
3. Create a Mudbox layer on top of base head mesh to sculpt each blend shape (e.g., browsMidUp)
4. For each blend shape, export the level 0 mesh to Maya for use as a blend shape on the base head mesh
Here is where it all falls apart.
When I smooth the blend shape in Maya (either by choosing smooth preview or by selecting Mesh>Smooth), the smoothed mesh in Maya differs from that in Mudbox. In the case of browsMidUp, the blend shape created in Mudbox only modified the brows. However, in Maya when the blend shape is smoothed the mouth opens up (i.e., the lips smooth differently in Maya than Mudbox, causing the mouth to open).
This is incredibly frustrating because I did not discover this problem until after I created approximately 35 blend shapes in Mudbox!I believe I can work around my current error. However, I would like to know how others approach the creation of blend shapes.Do you use Mudbox? If so, how do prevent issues associated with smoothing differences?
I'm having a problem with the transform of my model every time I import/export through maya and mudbox.
Basically every time I import a mesh from maya into mudbox then export to maya and back my mesh is shown smaller on the grid, I've done everything I can think of in Maya before exporting by centering the pivot, freezing transform, and deleting all history, but I still get the same result and my mesh just gets smaller and smaller?? I've also tried resizing it as well and get the same result.
I'm using maya 6.5 and mudbox 2011.
I am learning about CS2 now.
Is it best to flatten my images once I get them completed or is it better to keep them in psd format with the layers intact. What are the pros and cons (other than file size of course).
do you flatten your layers when finished? PSD files are huge and flattening seems to compress the size.
Also, if you do flatten, can you open them up again to make further adjustments?
trying to apply a diffuse glow, but the resulting effect comes out all grey/blue. I've tried the effect on multiple different image types (jpg, nef, etc.) and the results are always the same. I know what diffuse glow is supposed to look like.. and this ain't it!
I was editing on a different windows machine and I applied the diffuse glow. It worked fine. 10 minutes later, I tried to apply the filter again to the same image (started over), and again it gave me the ugly gray/blue look.
I'm trying to use Distort Glow on an image in PSD and/or TIF but it's greyed out... is this normal?
View 7 Replies View RelatedI'm try to add a Diffuse Glow filter to an image and it's not working as expected. When I increase the Glow Amount slider, the high lights in the image turn BLACK, shouldn't they get brighter? This happens with all images JEPG's, TIFF's and PSD's with layers or not. I'm running PS7 on a PC. What am I missing? Thanks in advance for your help!
View 8 Replies View RelatedIt seems my 'diffuse glow' filter option has somehow inverted itself and now read everything as black. I have tried to eveything, even re-installing the program to reverse the mistake, but to no avail.
View 2 Replies View Relatedno matter what i try, i can never get a nice diffuse reflection using mental ray. How to achieve a nice smooth (not grainy) reflection using mental ray?
View 4 Replies View RelatedI cannot seem to find the Diffuse Glow filter in CC. I have been using PS for years and have always seen it under the filter, distort, diffuse glow.
View 1 Replies View RelatedWhen I open the Diffuse Glow filter, it appears as if inverted, or negative. What I expect to be a light halo effect shows up as a dark glow. How can I reset this filter to show the normal 'light' halo effect?
View 4 Replies View RelatedI am still on PS CS saving up for Creative Suite production Premimium CS3, anyway, When I add a diffused glow to a picture instead of the white glow I get a grey color cast with lots of noise where the glow is supposed to be, this also happens when I try to change a color. When I change say red to blue all the red areas of the picture turn to a grey noisey, ugly color. Any ideas why this is happening. This is happening to all my pictures.
View 5 Replies View RelatedI am having troubles loading a .avi file into the diffuse color swatch.I am following tutorial which comes with 3ds max.(Animation Tutorials-Creating Explosions) There is a plane and i must load a video file with explosion (.avi) and assign that material to it.So i make new mateial,choose Bitmap on Deffuse color swatch and when i browse for the video file i can see it in the browse window but when i select it i cant click "Open". Also 3ds max comes with the tutorial files ready , so i tried to open the ready scene and in it , the plane is with assigned material on it,but the .avi file can not be seen, even when u render the scene.)
View 6 Replies View RelatedI've enclosed an original picture and my 3d scene. the problems lies in the shadow on both sides of the lamp which is too hard edged. and normally, there is a grid right beneath the cylinder bulb, but when applying that grid in 3ds max the whole scene becomes speckled. must have something to do with the light being blocked by geometry.
how to achieve a soft shadow as shown in the ref pic?
I'm modeling in mudbox 2012 and extracting my normal maps for 3ds max and my diffuse and bump as a PNG.In 3ds 2012 the normal map seems to be changing to the overal brightness of the diffuse, changing it noticeably darker.
It's been ruled out that its not a bump map that's causing so its definitely the normal map.
when i try to use the diffuse option on a photo in photoshop elements 11 the glow is black instead of white.
View 1 Replies View RelatedHaving problems with *.3ds exports no longer referencing color/diffuse textures? All I get is a white square now. Everything works fine in 2012 (standard install)
View 9 Replies View RelatedI'm wanting to use a diffuse colour to alter the iterations in the mesh smooth modifier. I'm using the wire parameters dialogue but am unsure of how to turn the 3 point value of the diffuse (rgb) into linear (1 point) data.
Work Computer - Max 2012, Core i7 3.6, 6GB RAM, ATI FireGL V7700 512MB, Windows 7 64bit
Home Computer -BBC Electron with tape player and a copy of creepy cave
I've created a model which I've decided to unwrap, but for some reason the model's main body is squashed short after flatten mapping, as can be seen in the 2 images attached. Is there any way to get it to flatten to proportion?
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