If I don't set up UVs in my model and instead use PTex painting in Mudbox, can I then export the model to OBJ with UVW maps? I would like to import the model to Octane render which imports OBJ files and their UVW mapping.
I have Mudbox 2009 and am contemplating downloading the 2012 demo to see if Ptex painting makes things easier for me, but it won't work if I can't then bring the painted model into Octane or into my license of Max 2011.
I'm having a problem trying to export a ptex paint layer to be used in another application.
For some reason when I export it, everything seems to work just fine, until get gets to calculating tangents and then it hangs forever on 99%... Every way I try saving the file, it does this. I can easily paint on my mesh, and save the project file, but I can't export the ptex file.
Deleting the mydocuments/mudbox folder which I did.
Just apply a new material, this doesn't work at all as it is always a ptex material. Trying to do an unwrap doesn't work as it says it is a ptex model. I can't save or load textures on the model as it is now a ptex material.
How am I supposed to remove ptex from this model? Mud 2012 obviously.
I'm working with Maya 2013 and Mudbox 2013, and try to use PTEX painting in order to paint my character.
Anyway, for some reason, I'm getting visible coloring seams and distortion along them when trying to color with a stencil/stamp over some regions on the model.
Usually, texture gets distorted around extruded regions on my model, and if that's the case - the whole benefit of painting seamless texture goes out of the window.
I tried increasing/decreasing PTEX resolution, also searched in this forum and tried also edge bleed reduction/increase - unsuccessfully in all. Seams are very visible and texture is distorted.
Now, maybe it's something that is related to the natural bounds of the PTEX technology, but maybe it's just some obvious solution I'm just completely missing.
My work process is importing models from Maya by using Send To Mudbox option, then setting up PTEX with the proper resolution and starting to work.
When I setup a model for ptex painting in mudbox, it's not properly using the surface derivatives of the mesh's faces. Thus the faces which are really small are getting the same size texel data as big ones. This obviously is bad because anything with small bevels and hard surface type work becomes incredibly problematic.
i have an obj with a layer in multiple channel, and when im increasing the ptex setup locally in some area, it seems to create artifacts in the Normalmap Channel. It looks like the mapping is broken only in this channel.
Can a PTEX vector displacement map be used as a stencil or stamp? If not, what's the workflow for going from a PTEX sculpt to a vector displacement texture (e.g. TIFF) that can be used as a stencil / sculpt.
The problem I'm experiencing is that I sculpted a plane with PTEX and exported a PTEX vector displacement map, however, when I go to the Image Browser to attempt to use it as a stencil or stamp the PTEX file does not show up. The only files I can see in the browser are TIFF, PNG, etc. If I change the Output Options > Map Type to from PTEX to Texture I get an error: "At least on target model has been set up for PTEX. You must select PTEX format(*.ptx) for maps extracted using this target."
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 sculpting a portrait work and after generating the displacement map, the map itself automatically is displayed in the model. This is actually the second time I'm experienced this.
How can I disable this auto function without having to turn off the layer in the layer tab each and everytime mudbox generates the displacement map.
I’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.
What level is it advisable to pose a model. Coz revently I posed at a high mesh level(level 6 subdivision) only to find out that there was a lot of distortion in the arms when i actually brought the model to a lower level after the posing.
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..?
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.
As usual, i scaled my base model 10 times before importing in Mudbox for sculpting.But, when i reached about 10 mil polys (level 6) and started adding high freq details, i noticed that stamps have no effect on the model.It's like i never activated them.This happens with all the default and custom stamps i have.I get only the effect of the brush without the stamp.
Only knife brush seem to work and also its stamp works with other brushes as well.On the other hand, stencils work fine and as expected.
Any way to export mudbox displacement maps so that 50% grey is seen as zero and black and white are equal and opposite values of displacement? Currently if I render an object in Maya with a mudbox displacement map I get the entire surface pushed out instead of just the high points. My work mates that are using Zbrush tell me that they don't get this problem.
how 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...
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...
I have a character model in Mudbox 2014. I exported the face, body and hands as individual .obj files, each at its maximum subdivision level. But in Mudbox 2013 the sculpting layers are all flattened on the main layer.
Is there an option to keep the sculpting and painting layers intact?
I am painting a brick wall, the wall is separated into 2 objects, the bricks and the stuff between the bricks.
The problem I am having is that I isolate the stuff between the bricks and paint that gray but when I "show all objects" the gray color have transferred to the edges of the bricks. I have tried maps with different resolutions but that makes no difference.
How do I make it so that I can paint only on the isolated object?
One other way:I can apply 2 different mudbox materials, 1 to each object and create 2 diffuse maps, 2 bump maps and 2 specular maps. But how do I combine the different map with each other?
The objects are going to be combined into 1 mesh that uses 1 diffuse map, 1 normal map and 1 specular map.
Is there an easy way to paint weights across multiple objects? if I have a body + shirt + armor and want to create a joint and similar weights on all currently I found a very awkward way to do it which is do it on 1 object and manually try and paint weights in a similar way on all others.
It try bring an image into paint layer. I found that there is this function:
PaintLayerImporter() and it takes 4 parameters. They are:
1) const QString &sFileName, ///< Name of the file to import 2) int iFileTypeIndex, < Index of the type of the file in the array returned by SupportedExtensions
3) Mesh *pMesh, ///< Mesh which contains the paint layer 4) TexturePool *pTarget ///< Destination of the import operation
But I'm not able to get this function to work. Any small example how to use it.
I think that main problem for me is that I don't know exactly what 2) parameter means(int iFileTypeIndex). It says that you get that from SupportedExtensions but When I look at it:
I set up some selection sets thinking they would come in handy later on when I am painting. I thought I would be able to use them to paint my layer masks, but I cant figure out a way of using the selection to limit where I am painting inside the mask. I thought convert to a freeze but it seems paint layers ignore frozen areas. Is it possible, or is it a case of saving selections for sculpt and not for paitning?
I have painted my base mesh with PTex using Mudbox. I have made some changes to the original mesh. Now I wanna transfer paint layers from my old geometry to the new one. I imported the old geometry with PTex paint on it. Then I imported the new modified geometry. But When I try to set it up for PTex painting, Mudbox crashes. This happens when setting the resolution. Looking at the log, the error seems to be "Segmentation Fault (Core dumped)".
I'm working on a staircase with a decorative panel design.
I'd like to export the model to 3ds Max Design, convert the solid model to a mesh and then bend the mesh to follow a horizontal radius of curvature. Once that's done I'd like to be able to convert it back into a solid and import it back into AutoCAD.
I'm not looking to RENDER wireframe, I'm looking to export a model as ONLY a wireframe out and bring it into After Effects.
Essentially, I am trying to bring an .obj into After Effects using the plugin Element 3D. While I'm aware I can simply import the model as-is into Element 3D and use the wireframe texture that Element 3D comes with, I was wondering if it's possible to just export a model out of Maya in it's wireframe state. I wasn't 100% sure if the wireframe state was just a view or not.
i downloaded the trial version of 2k9, on a win xp machine, with the main interest in trying out this new feature...unfortunately i have yet been successfull in using it as autocad either locks-up durring the export or end up with an "unhandled exeption...eDegenerateGeometry"...
i'm also attaching the details of such an exception (and i probably should report this to autodesk for their investigations)...