Mudbox :: Multi-tile UV And High Poly Count
Jul 26, 2012
I've been trying out making an alien character in mudbox.
When I have textured a multi tile uv layout for the character and saved, I come back the next day to work on the file and the UV's look like the attached file - the image for uv 0,2 is the same as for 0,1 and 0,3, the tiling worked fine while I was painting though. Is this a bug or is it something I'm doing/incorrect setup/etc. I'm using the standard install with its default settings.
I would like to have a model with a high poly count to work on, my model is 2mil polys at the moment, if I try to divide to 8 mil the app really slows down, Is there a way to get mudbox to handle more polys smoothly, I'm running 64bit Mudbox 2013 with 6gig of RAM and a 1Gig video card (ATI Radeon HD 5700). In an ideal world I'd like to go to 32 mil polys to take advantage of the 4k maps I'll be outputting - am I aiming too high with this spec? I'd like to get some nice close ups of this char and render out at 1080p if possible
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Mar 8, 2012
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I thought I had this all working. And it did to an extent. When I plug a single displacement map into my standard lambert shader slot in maya, all works fine and dandy. However, as soon as I try to use multiple displacement maps, I am getting the problem that I had in the previous post, which is that the negative values are lost. I sort of understand why this is happening - that is when using a layered shader it uses alpha as luminance, and therefore the values don't go below zero, but I don't know what to do about it!? I have tried a network with set range etc but it just makes a mess. Any straightforward method of using multiple .exr files in a single shader for mental ray in maya?
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Mar 18, 2012
My model is ready for the rigging. But my model is a little heavy in poly-count. I can rig it now but at the time of animation i know it will be a problem while animating it. It will lag while moving its controls. I have seen people animating with low mesh and while rendering they use high mesh. Do, i have to create a low poly version of my model?. If yes, Then i have to paint weight twice. low poly one and the high poly one.
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Dec 17, 2013
Really big scene. 17 Million polys. First of all...17 million is not displaying correctly. (See image) There is an extra digit at the end.Second, when I select an object, (since 17 million takes up so many spaces) I can't properly read the poly count on my selected object.
Any way to change the spacing or size of the font?
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Sep 12, 2013
I'm using CS6 (x64, windows), and I'm extruding vectors by a few points to make 3D models of decorative walls for our modelers. They've constantly told me that there are far too many polygons in the models that Photoshop generates (mine are averaging between 20,000 and 30,000) and that even 3DS Max's "optimize" tool can't take it down to a really managable number (generally they only get them down to around 10,000).
Is there a way to reduce the number of polygons in models generated this way in Photoshop? Even the super simple ones that I extrude (with no curves at all) end up containing around 8,000 or 9,000.
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Sep 12, 2011
I activated the Poly Count from the Display Menu; but it shows the components that are in the view at the moment. I'd like to know instead if there is a way to display the number of the components selected.
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May 18, 2011
I have a demo reel and I want to list my poly count next to my models. maya calculates triangles and faces(which to me are polys also). so should I say poly count: (#of triangles) or poly count: (#of faces). which is the employer more interested in (specifically in the gaming world).
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Jul 6, 2012
how can i reduce the poly count of a static mesh I made. I am attaching a screen shot of it. Rather than re-modelling the mesh or re-topologizing what can i do to reduce the poly count??
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May 23, 2013
I am attempting to reduce the poly count of a 3D model using the Batch ProOptimizer utility. However, the tool uses Predefined 'Vertex' % and not Predefined Polygon %. I need to reduce the polygon count by 60% 40% and 18%. /how this could be achieved?
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Aug 3, 2012
I have a mesh that is made up of all quads and is a pretty dense object. I need to reduce the number of faces so can make it easier to work with and edit.
Whenever i use the reduce tool it takes my mesh that is all quads and distorts it to create a mesh that looks like the second picture above. How can i reduce my face or poly count without distorting my mesh so badly and keep only quads.
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Jul 7, 2011
Can you texture a low poly model in Mudbox without having to subdivide? I've been using 3ds Max's viewport canvas tools, but I saw a video of Mudbox's cool painting tools, but the demo was done on a high poly model.
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Feb 9, 2012
I thought, can i just model in 3D max, with all that details on it, for high poly. And then transfer that high poly model in Maya, and do low poly, uv, texturing, lighting, rendering, composting and Animation too? I am interest in cinematic for game, like trailer for games, which is done from Blur and Blizzard, and BioWare too?
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Dec 16, 2013
I was modeling a unicorn in ZBrush (because it's so comfortable and intuitive with modeling) for a film in a project of my studies and imported it to 3ds Max then, because I know how to rig and animate there (and in ZBrush I didn't even find out how to MOVE an object).
After a while I finally killed all the triangles in my mesh, but it's just... horrible. So many polys where they aren't needed, so unclean. It looks like this:
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And I'd rather want it to be clean like that:
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Feb 25, 2013
best way to convert a hard surface high poly model to a low poly model for use in a game engine like Unity. I know this model looks rather low poly already but there internal parts that bring this model up to about 220,000 polys. Is the best solution to remodel as low poly? Would retopo be more effecient? What about using zbrush?
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Oct 28, 2011
I'm having trouble with a high poly model. It's too big for my system right now to use in a complex scene, so I want to use a MR proxy to instance it. However the model I have(I wasn't the modeler) is composed of a lot of objects, more than I'm willing to make a proxy for. I tried to make a group out of them and make that a proxy but that doesn't seem to be possible (MR proxies can only store 1 object?)
So my next step was to combine them into one object via attach, however when I do that the smoothing gets really screwed up (see attached jpgs). Any tips for keeping smoothing per object as I add them?
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Mar 8, 2013
I'm trying to find a way to export my mesh to any programs that can convert my mesh to STL, preferably optimized like ZBrush is able to do.
However, in order for me to reach the desired detail amount in Mudbox I have to subdivide the mesh quite a lot and if I export the file as OBJ it is bigger than 2 GB.
If I try to import that model to ZBrush for instance it won't load because it doesn't support my amount of RAM. Is there any way at all to convert that big file to something more optimized or simply to STL without giving up on the amount of detail?
In other words, is there a proper way to use an extremely high-res Mudbox mesh for 3D printing?
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Apr 3, 2011
What i have is a low polymodel that's quite small in scale, i'm modelling around a higher poly model, when i zoom in, the viewport clipping kicks in and parts of the model disappear, so i cant work on the small details. What i need to do is scale up both my low poly and high poly, work on the small details and scale it back down.
In maya there are multiple solutions to this; The first and most obvious would be to increase the near clip in the camera attributes.
The second would be to freeze transformations on the low and high poly, scale up the model, work on it and then scale it back to the value of 1.
The third would be to put both the low and high poly models into a group, scale up the group, work on the model, return the group back to its default size and ungrouping. Personally i would use this method to preserve the original scale values on the low and high poly models.
Is there a way of doing any of the above in 3ds max?
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Mar 31, 2012
I'm trying to pose my character, for that I'm using Max. When I imported the new pose from the level 0 I load it as an import layer. And when I go to level 5, the mesh is broken. VertexID are the same, uvs. etc.
Mudbox 2012.
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Sep 22, 2011
I'm trying to use 3dsmax 2011 graphite freeform polydraw tools to retopologize a scanned high poly model.
Here are the steps I went through:
1-Imported the high poly mesh (.obj)
2-Converted to editable poly
3-Used ProOptimizer modifier to make the model "lighter" for my pc
4-In the polydraw tools, I selected "Draw On: Surface"
5-"picked" the high poly model
6-Selected offset 0,2
7-Created new object using the polydraw tools "New Object"
8-Froze the high poly model
9-Started retopologizing
The problem is that during the retopology process, my mesh doesn't ''stick'' to the reference high poly model... so I have to stop every now and then to adjust it which takes a lot of time.
I do know that there are a lot more specialized retopo tools like Topogun and 3Dcoat, but acquiring a new tool is not an option at the moment.
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Apr 28, 2011
Is it possible to selectively extract(apply disp to a mesh) tiles ala cyslice? If not...it would be very useful to have.
In my new little experience with other use of mudbox other that sculpting I still find it somewhat limited compared to cyslice. Also the extraction progress UI is quite buggy to me (at least it looks like it on my machine) as it doesnt update the status...and therefore you would think that the extraction process isnt working, but then, checking the directiory where the files are supposed to be saved, MB is actually doing the job.
And about the transfer detail to a new topology, is it possible to do it selectively? I ve tried to freeze, hide, areas that I dont want to transfer the detail to but nothing..still the whole thing gets transferred.
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Oct 2, 2006
i have an image that is 28' wide by 60' high. i have to tile print it, but i have to print it out on film (see thru acetate). it has to be able to print at 1400 dpi. i know how to print at 1400 dpi on adobe photoshop, but i dont know how to tile print on that program. i have the image now in illusrtator, because it lets me tile, but i cant get it to print out for film (1400 dpi). im using a epson 1280 printer.
i really need to be able to tile print this in high resolution on film. anyone know what i can do??
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Jun 25, 2009
how to get the page count of a multi page PDF file? I know you can then open each page using the PDFFileOptions (pagetoopen). But I need to know up front how many pages there are to loop thru to open each page and process each page.
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Nov 15, 2012
How do I show high level walkways and balconies (in dashed outline) on the ground floor plan in a high volume space?
Obviously I can turn the first floor RCP on in the view and manually draw the information, but I assume these lines won't move if the walkways above move (or am I wrong?). Also this seems slightly wrong given the amount of automation available.
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Jun 8, 2013
I am trying to import photos from my computer to Photoshop elements 11. It has imported most but wont import some as "file quality is too high". How do I get around this? Do I have to downgrade the quality of my photos? To do editing wouldn't you want the best quality photos to start off with?
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Aug 1, 2005
I have Photoshop 6.0 and all I want to learn right now is how do I take an image and make a tiled background with it? Please answer in the easiest way possible, I have trouble even finding the tools in photoshop. I can use Picture it and tile very slowly myself piece by piece, but I am sure that there is a simple way to push a button and have it done for me with photoshop.
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Feb 23, 2013
I want to tile this as a pattern, if I follow the traditional off-set routine I will destroy the clean pattern as so commonly found on pages such as; this.
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Apr 9, 2012
i have used batch process to make a whole bunch of photos one size. I need to create a single 'photo wall' jpg out of them in which they're all tiled, the long way of doing this is to obv open them all and copy, paste into the psd, then flatten, but thats really, really time consuming. If photoshop had any type of auto import & tile feature? I may have to do this a 2nd time with 1000's of images.
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Mar 2, 2006
I've noticed that this background texture is used quite a bit as html background tile. I can't for the life of me figure out how to create it. Is it a filter or a technique?
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Aug 7, 2006
Does Photoshop have the ability to preview a texture that will be tiled?
For Example:
I am modifying a brick picture I took to use in SketchUp and want it to tile seamlessly. I can keep going back and modifying, then placing it in SketchUp, modify more, place it... until I get it right. However it would be nice to be able to see it in Photoshop.
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Mar 8, 2007
the final image is in flash, but this effect was pasted from 19 different images rendered by some kind of "tile flip" effect in Photoshop.
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Apr 16, 2007
i'm trying to get a bathroom tile effect. just a wall of tiles with beveled edges, texture and lighting. is there a logical or simple way to achieve this?
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