I've got a model with uv tiles that I painted on, all good so far, exported out the maps.
now I need to move some of the uv tiles and my question is, how do I reassign the textures in Mudbox so that they appear in the new position of the corresponding tile? Is this possible?
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.
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.
As part of a study project, I have to describe the steps of assembly of a product (a car within a factory) with a series of drawings.
I've drawn them in the model tab, having each step of the assembly in a separate "tile".
My problem is that when I want to print these drawings in a pdf file, it takes me ages because I have to select and print each drawing separately (plot, select window, print for 40 drawings is very long).
How to be able to print these in a more "automated" process ? I've tried to put them in "layout" but I cannot manage to adjust the drawing to the print zone, on the page (like what you would do when selecting the window before printing with the "adjust to the page" option).
The scaling is not a big deal at this step, as long as all drawings have the same scale (all tiles have the same dimensions).
I'm working in Illustrator 6. I've got a large piece that I'd like to print onto several 11x17 sheets. When I select Veiw---Show Print TIling, only one tile appears. I expect there to be enough tiles to cover the entire piece and be numbered for me? Where are they? How do I get them to appear?
Then when I go to Print the tile option in the print dialog is greyed out.
I'm sure I've seen how to do this somewhere, not sure if it's photoshop or flash. I want to split a picture into multiple small jpeg tiles so that I can have one thumbnail picture and a higher res one used to zoom.
Anyone know what this is called, the package used to achieve it or where I should start?
I'm having trouble getting mudbox to recognize multiple uv tiles set up in max. To start with I followed Neil's tutorial here: [URL]
So I basically unwrapped my model and moved my UV islands into different 'quadrants' (uv tiles). Q: is this all that is required to set up the tiles correctly?
If I then export this object as an obj or an fbx into mudbox the uv view only shows 1 tile?
basically i want to texture a large landscape in mudbox and 1 4k map wil not cut it, i need to split it up into 4 x 4k maps to get enough res.
I have the student version of Mudbox 2012 - 64-bit installed on a Windows 7 platform. Long story short, Mudbox crashes whenever I try to open a new file, or even import an OBJ or FBX.
The screen blacks out and when it turns back on, I get a notification saying "Display Driver AMD successfully recovered from an error".. and the Mudbox window remains black. What's more, when this happens, Maya crashes too!
Some more system specs: (more in attachment) Windows 7 - 64-bit 8GB DDR3 RAM AMD ATi Radeon HD5870 with CrossFireX (tried disabling Crossfire, but problem persists)
Does it might be an issue with my graphics card driver? I don't want to upgrade the driver unless it's ABSOLUTELY necessary. I'd be glad to even toss out 2012 and get back to 2011 if that's stable..
i'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?
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.
I am wondering if it is possible to assign a newly created or current material to multiple selected objects? I've searched in the forum and investigate right-mouse menu in Mudbox 2012 but still couldn't find a way to assign a material to multiple objects at once.
does 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?
I am trying to texture a model with a combination of Photoshop and Mudbox. However I started with putting base colours on the model in Photoshop with layer structure. When I try to import the PSD through the Import Channel from PSD function in Mudbox, however, the PSD imports with reversed layer order.
I have about 50 layers in the PSD file, and it's very annoying to have to go and manually re-order them just to be able to work in Mudbox.
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 am sculpting a bust and want to use Projection Stamp image to paint the diffuse map. However, the image is not showing in the viewport.
My model has 6 levels with 6+ million polygons. At none of the levels the image shows in viewport.
I'm using Nvidia GTX 560 Ti, 1G Windows 7 Pro 64bits. cpu i7 860, 2.8 ghz 16 GB rams.
However, when I start with the mudbox standard base head mesh, then choosing Stencil image, the image shows in the viewport. But not with my 6+ million bust and the image is On it's not hidden.
Is there anyway I can optimize Mudbox to display the image in viewport?
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 have seen similar questions here on the forum but either they are not what I'm looking for, or older versions of LR.What I need is to import from one folder / memory card and mark some of the photos with different shoot names or headline. This name should then be used as a final folder name.
My current structure:
2012 - 06_Cyprus - 07_Vacation in Denmark - 07_Trip to Oslo
I have 20.000 photos in this structure already imported by Bibble and before that Downloader Pro. I would like to do everything in one program, not have to use Downloader Pro every time I need to structure my photos.
The only way I have seen to do this in Lightroom 4 is to do multiple imports and that gets annoying! This is the biggest factor for me if I will continue with Bibble / Corel Aftershot or go for Lightroom.
Sometimes when UV unwrapping, the map, for some reason ends up as individual tiles, even though the mesh is a single object. How can I fix that? Every single polygon has thick, green lines - like seams. When generating normal maps, it simply comes back as 'squares' of nothing, but laid out accordingly to the UV layout, so it's useless and holds no detail what-so-ever.
There are no inverted faces or overlapping faces, so that is not it. I can't weld every single vertex - there are thousands of them, of course, so it's rather baffling. The vertices, though, are connected, so that too is not the problem.
I have access to OS tiles that I need to put on to a drawing and I copy and paste the tile into modelspace then add my blocks and all looks good, then close the file switch off computer.
Next day come into work switch on computer load 2012LT, open file and the drawings have gone except for the outline of the tile with the path name of that file (Like a broken Hyperlink)...
Do I have to somehow import the file in to the drawing to stop this from happening somehow?
how I would lay out my photos to be printed onto tiles.
For instance, printing a photo, to be printed onto 9 4" square tiles, to be placed together as one large tile mural on wall or as backsplash, that would be 12" x 12".
How would I go about 'cutting' the photo in 4" squares and pulling them apart, to get the look I want?
I'd like to import multiple images into timeline, rearrange and edit the images, then print the edited images directly from timeline. Is it possible to save and print all the files simultaneously or would I have to do this for each frame individually?
I want to put multiple people in the scene. So I'm trying to import people.fbx into the scene. It succeed at the first time. I grouped the meshes and skeleton and name it in name people1. But I can't import the same people.fbx again. Is there any way to import one .fbx into the scene for multiple times?
I receive text files daily from our survey crew. Importing each point file daily creates multiple import events under the database. Is there a way to combine import events to make it easier when wanting to work with all points ?
I have combined multiple text files in the past then did the import, but I then would receive another file some where down the road that would needed added to the drawing.