Mudbox :: Multi Tiles Texture Extraction And Transfer Detail

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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Mudbox :: Transfer Detail Warning

Sep 11, 2012

I'm transferring from a high poly source model (5million polys) onto a target model that has 3 levels, no layers. At level 3 its pretty much the same polcount.

Whenever I transfer it come sup with a Transfer Detail warning saying that the target model appears to have more detail than the source and do I want to continue or swap. Surely the source model will have more detail, and I shouldn't get the warning ? I get this warning even I transfer from the source to lvl1 (much lower etc)

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Mudbox :: How To Move UV Tiles

Jun 11, 2012

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?

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Mudbox :: Import An Image For Both Multiple Uv Tiles?

Sep 12, 2012

If I have a pair of uv tiles in u1v1 and u2v1, How can I import an image for both multiple uv tiles?

Now when I select "import layer", the image only show in the position of u1v1, but not show on both area.

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Mudbox :: Extraction Displacement Map From Hi-res Model

Feb 8, 2011

After extraction displacement map from hi-res model, map has a very low detail, but model is very detailed. What is wrong?

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Mudbox :: Map Extraction With Multiple Objects In One Map

Oct 9, 2012

I'm trying to extract a vector displacement map out of three objects.

All three of them are on the same UV tile, with no overlap between each other.

All three of them have the same subdivision level and share the same Mudbox material.

I choose "Generate one map for all targets".

When hitting extract, Mudbox tells me that :

"Subdivision based map extraction is available only when the number of source and target meshes are the same".

Well its the case. With the same order in target and source models (A-B-C)

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Mudbox :: Search Distance Has No Effect On AO Map Extraction

Jan 29, 2014

how to control the AO map, I want to extract?

I have a character that gets so much shadows from the own body (under chin, under arms, betweens legs) and I want to restrict this with a shorter ray, so AO calculation stops "behind the wrinkles", understand?

But no matter what search distance I set, what mode I use, I always get the same useless result.

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Mudbox :: Unable To Transfer UVs

Sep 26, 2012

I am working on a personal project and any time I try to detail and texture my character in mudbox, I get no UVs showing in mudbox even tough I have projected UVs in maya before exporting.

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Mudbox :: Extract Texture On Different UVs

Oct 13, 2011

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?

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Mudbox :: Local Transfer Details

Jul 6, 2011

I was wondering if it is possible use transfer details but just for some parts of the model, because sometimes you have parts that you don't want to affect the projection. I tried with freeze but doesn't work.

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Mudbox :: Texture Maps Won't Align To New UVW Map

Aug 21, 2012

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.

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Mudbox :: Texture Seems Flat In New Mesh

Mar 21, 2012

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.

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Mudbox :: Rendering Multi-tile Displacement In Mental Ray

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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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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Mudbox :: PTEX Distortion And Visible Texture

Nov 7, 2013

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.

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Mudbox :: Failed To Load Texture Files

Jul 14, 2012

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.

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Mudbox :: Texture Low Poly Model Without Having To Subdivide?

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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Mudbox :: Transfer Pose Bones From One File To Another To Use Them For Another Mesh?

Aug 12, 2011

Is it possible to transfer pose bones(weights) from one Mudbox file to another to use them for another mesh? I can see that one can maybe use .fbx and Maya path but not everyone has Maya or a Maya user.

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Feb 26, 2014

I am having an issue transferring an object I have sculpted in Mudbox, and trying to import it correctly to Maya. In Mudbox, both of my objects show up just fine (don't worry about the UV issue on the face). When I choose to 'send objects to Maya,' the objects display in a new scene, but the hair doesn't show up at all. In the Outliner, Maya displays an empty transform node titled 'hair,' but I can't get it to show up as a solid mesh within the scene.

Am I going to have to remodel the hair in mudbox again and just pray that the model will import to Maya without issues?

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Maya :: Export From Mudbox Turns All Texture Black

Apr 4, 2013

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...

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Jan 17, 2009

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Jul 20, 2011

I am trying to paint a texture map in detail with Photoshop. the uv map is not ready, or it appears not to be.How do I separate/unwrap these uv's for easy texturing in Photoshop.

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AutoCAD Inventor :: Transfer Holes Put In At Assembly Level To Detail Drawings (IPT)

Jan 23, 2012

When holes are put in at the assembly level by using the 2d sketch command, projecting geometry and then using the hole command in the Model tab works great.  Is there a way to transfer the holes put in at the assembly level to the detail drawings (ipt)? 

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Photoshop :: Elephant Skin/cement Texture [Filter>Texture>Craquelure...]

Apr 17, 2007

How does one create a texture similar to this?

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Photoshop :: Generate Some (around 6-8) Texture Files Within Original Texture File

Nov 5, 2012

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?

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Paint.NET :: Cracks On Ground Texture That Show Lava Texture

Mar 4, 2012

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:

Lava Ground

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3ds Max :: Split UV Tiles

Mar 28, 2011

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.

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AutoCAD LT :: Importing OS Tiles

Jan 7, 2012

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?

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Photoshop :: Lay Out For Printing On Tiles?...

Jan 7, 2009

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 just upgraded to CS 4,

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Photoshop :: Bigger Tiles

Mar 16, 2008

I did a search for "Bigger Tiles" in Extensions and found a folder explaining the plug-in, but no plug-in for it.

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Photoshop :: No More Virtual Tiles Can Be Allocated?

Apr 27, 2013

When using the following filters in Photoshop CS6 all updated installed:
 
Adaptive Wide Angle
Lens Correction
 
I get the following error:
 
No more virtual tiles can be allocated.
 
I have 8 GB of RAM and 100 GB free on my only partition and a GeForce 880 FX graphics card.

For this test I am using a small 2 MB 1000x500 px jpeg image. But I tried with a lot of different images.
 
I already deleted the Photoshop settings and played around with the performance settings.

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