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. :
However, whenever I am loading a pre-installed mesh (Create > Mesh > Sphere), I am getting a solid black object. E.g.:
So how do I change the view? My display options are set as follows:
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
I have sculpted several levels of detail on a face and have run into a issue.I have realized that I want to change the topology of the face.How do I go about doing this without losing all of the sculpted detail?
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.
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.
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 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.
I just update Mudbox 2012 to SP1 and now I get 2~3 seconds delay at end of the every brush stroke.
- I can fix it by uninstalling SP1 (so problem is SP1, please do not blame my hardware or setting) - No problem with Painting brushes, only Sculpting brushes lag - Problem is not Pen or Tablet, same happened when I use Mouse - Problem have nothing to do with mesh density (64.000 poly is nothing!!) - I remove all settings and setup fresh Mudbox 2012 with SP1, no chance
I've been using mudbox 2013 on my machine for the past year. Mostly for texture painting. I tried installing 2014 but it doesn't work on opensuse 12.3. Is there any reason to go to mudbox 2014? I mostly just use it for texture painting, tried sculpting with it but I felt I was better off using playdough.
I used the automatic UVs in Mudbox for my model and tried extracting an AO map.The quality is set to good though I tried all quality types and for some reason after I extract it and it shows as diffuse on my model the seams are showing.. Edge bleeding is set to 4 and also tried with 5.
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.
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.
How to freeze the mesh based on a texture I want to use?
This video [URL]...... shows that you can right click on the texture paint layer and freeze the mesh based on a texture. However, when I right click on my paint layer it doesn't even give me the option to freeze anything.
I don't see anywhere else to freeze parts of the mesh based on texture.
I was wondering if I can have two image planes in a viewport. I like to have an image in the background to use as a reference sometimes but I can't figure out a way to put more than one image at a time.