I encountered one problem with mudbox.I have finished sculpting and texturing my high-res model, but after extracting the texture maps, I realised there are some overlapping issues in my uvw map.
so i modified the uvw map back in 3ds max, exported the model, and import the new uvw map into mudbox. Due to the modification of the uvw map, the texture maps kind of screwed up on the model as they are not aligned to the new uvw map. I figure there might be a way to store the texture map information on the model into some place, then get it to reapply onto the model after i reimport the new uvw map.
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.
We're experiencing some artefacts near UV seams on our baked displacement maps. We have a clean, multiple UV-tile model which is subdivided, sculpted etc. Baking uses subdivision method, smooth target mesh and UVs on (we render with prman). Edge bleed is default 2, anti aliasing to x2.
Then test the map out by bringing the target model back in, subdivide up to the corresponding level, and sculpt using maps. The artefacts are not everywhere, just on some UV boundaries in some areas, very strange. The UV boundaries are clean quads, same spacing, good use of UV space. My concern is its in sporadic regions, and not globally over all seams.
I have city maps from various sources with color-coded information. I'd like to align these maps on top of each other (as layers) as automatically as possible. The maps might have different scales and may vary in details. I'm hoping that some "edge extraction" and "overlap matching" can automate this task.
Mudbox 2012 SP3/2013 SP2 Linux version freezes at 99% when generate maps and shows Tangents calculating ...
Not sure about Windows version but Linux versions (2012/2013) on my computer have this issue. The actually maps can be generated even it freezes at 99% and shows Tangents calculating... However, it is very annoying because I have to force Mudbox to quit everytime at this step.I even tested with a simple tube in Maya and brought it into Mudbox for testing. It gave me the same result and froze at 99%.
I used to know how to put transparency maps on the same object as a texture map. the biggest problem I am running into is the file format, I have been looking on line through forums and tutorials but I get conflicting results. I got one to work at one point but then it reverted to showing the alpha bmp instead of the texture. gah getting frustrated. also when I was making the alpha channel some how it gave the black/white boarder area fuzzy division. maybe I didnt make it right some how.
what file formats to use and the proper way to make an alpha map for transparency?
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've got Mudbox 64 bit and every time I create a new mesh the texture seems flat (Image Included) I've recently upgraded my system from 32 bit to 64 bit, and I never had this happen with the 32 Bit.
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.
I have a problem with loading the paint layers on my object.
I created an object in another software and then imported it into Mudbox. Here I started painting the object, but when I close and re-open Mudbox I get the error: "Failed to load texture files both ... and ..." (my two paint layers). I had this same error two days ago on a similar object, when I moved only the ".mud" file to a different location, but then I realized I need to move also the ".bak" file and the folder containing the layers into that new location and the error was solved. This time, the .mud, .bak and the folder are all in the same location, they all have the same name but I still get the error. When I open Mudbox I just get my object as it was when I imported it, with no painting on it (even though the two paint layers appear in the "Layers" tab), and with the error mentioned above.
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.
Texturing an .obj file with multiple maps keeps getting overlap when I paint on the figure.
I am very new to 3D Painting in Photoshop but I am nominally knowledgeable of Photoshop in general for 2D work. I exported the Genesis figure from DAZ Studio into an .obj file and painted on it in Photoshop 5.5.
When I paint on his face, other marks show up on his torso and thigh and eyes, even. It is like all of the diffuse maps are "stacked upon one another" (though not in layers, just one one layer.)
It appears various people are posting things that are posted in the Readme. For Nitrous these are:
• To prevent issues with Nitrous, ensure you have the most up‐to‐date system drivers. For specific details, see the sections about 3ds Max 2012 / 3ds Max Design 2012 found at URL.... • Applying Unwrap UVW after painting in 2D with Viewport Canvas and painting on top of the Unwrap UVW can sometimes cause 2D paint to fail. Workaround: If this occurs, apply an Edit Poly modifier on top of the Unwrap UVW modifier. • Civil View parameters can cause a program error when modifying surface parameters. • Object Color display will show the object’s material color when set to object color. Workaround: Enable Use Environment Background and Display Background in the Viewport Background settings (Alt+B). • Locking the computer can cause the viewports to stop responding in some cases. Workaround: If this occurs, restart the program. • Mirrored or negatively scaled objects might display face edges incorrectly. • The Soft selection Shade Face Toggle does not always properly display the shaded faces. • MassFX constraints can cause Dummy objects not to display in Realistic mode. • Body Objects display tessellated/triangulated edges instead of the proper Body curves. • Back faces display as transparent. • Hidden Line style does not display texture maps in the viewport. • Tone Mapper used with a Skylight set to use the mr Physical Sky environment will display a black background when enabled. • Enable Gamma/LUT Correction does not work on stylized viewports. • Very large textures (10K x 10K) can cause a program error. Workaround: You can control texture sizes with MAXScript: NitrousGraphicsManager.SetTextureSizeLimit 512 true NitrousGraphicsManager.SetBackgroundTextureSizeLimit 1024 true
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...
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.
The same scene, same settings, produce 2 very different outputs in max 2011 and 2012, render to texture for normals is currently useless in max 2012.
The blue one is a correct tangent normal map created from a sphere in max 2011, the colored one is the the one created inside max 2012 from the same objects and settings, and the last is another sample of normals generated in max 2012.
I would like to know if I can import my AutoCAD 3d file into 3DS MAX, with the lighting maps and material maps intact. This is because I am doing my thesis on AutoCAD 2011 but I would like to use 3DS Max to do a walk through video.
Occasionally paragraph allignment works opposite for left & right align, usually on Illustrator documents with Russian type.
In additon on center align text I set my cursor to input a period at the end of a sentence, and the period instead gets added to the beginning.
In character palette language is set to English USA, this is point text.
I created a new point text and this is happening, if I paste text from another document alignment works fine, font is Arial black but happens with all fonts.
For my 3D scene, I have to use a texture file on the floor. If I use the only file, than it looks really boring and below par. What I want is, I want to generate some (around 6-8) texture files within the original texture file - so the colors of all the texture files remain same but only the texture varies.Likewise there are more than 500 texture files and I just can't do them manually. Is there any way out to do this in Photoshop?
I have a lava texture and a ground texture. I'd like to be able to make some cracks on the ground texture that would show through the lava texture below it. Something like a cracked mud look. I would be using this for a game I'm making form some terrain textures. Are there any plugins that would aid in making these transparent cracks and perhaps even add depth to the cracks?
I guess a spider web where the spider was on crack would be something I'm looking for. Similar to the following image:
how to add refletion to a material. In Cinema 4d I can simply click and reflection and adjust the parameters and i have it, but 3ds max is more complicated and has more things. So i go to "maps", check the box for "reflection", than i have to choose a map. But i want a map that gives me total reflection everywhere, no falloff or things like that. What map do i have to choose?
So I somehow managed to add multiple libraries to my material editor. I think I didn't realize they were added so I kept adding them. Now I want to delete them because I'm not using them, and they just get in the way for when I'm trying to get to the default maps.
I have installed LR4 X64 on a brand new Windows 7 ultimate laptop. I can't see the maps. I have updated to LR4.1 RC still can't see the maps. I have checked the firewall logs and added LR to allowed programs. Still no luck. I have turned the firewall (Windows) off. Still no luck. All other app access the internet OK. Other features in LR can access the internet OK, e.g. ftp to my website. I have searched google and this seems to be a problem for others with the X64 version.
In my old version of CorelDraw 7 there was a set of cliparts in the third CD with a lot of country and continent maps. I cannot find them anymore in CorelDraw X3.
i've tried using image ready... is there any way that i can make the text itself into an image map? i mean... i don't want to have to draw a rectangle around the text... or make guidelines around the text.... is there any way i can make the actual text into an image map?
trouble with displacement mapping. I am trying to cover a very rugged cliff face with the Union jack (british flag). I am trying to get a sort of old faded spray painted on look, following the rock contours.
trouble applying a displacement filter to my flattened images. I think i know how to create the displacement map. I right click on any one colour channel; duplicate it; save as a new channel; and save this new b&w image as my disp. map.
But then i go back to the image that i want 'displaced', click on the appropriate layer, go to Filter>Distort>Displace, click OK on the little dialog box and then open the previously created disp. map. Then nothing happens.
I tried rendering a sphere with an multipage pdf earthmap over backburner. The map is only loaded and rendered in lowres. Rendering on each workstation locally works fine and highres and as expected.