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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3ds Max Modeling :: Subdivide Mesh Using A Texture?

Nov 7, 2012

Is it possible to subdivide a mesh by using a grey scale image?

Work Computer - Max 2012, Core i7 3.6, 6GB RAM, ATI FireGL V7700 512MB, Windows 7 64bit
Home Computer -BBC Electron with tape player and a copy of creepy cave

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Maya Animation :: Animating Low Poly Instead Of High Poly Model?

Mar 18, 2012

My model is ready for the rigging. But my model is a little heavy in poly-count. I can rig it now but at the time of animation i know it will be a problem while animating it. It will lag while moving its controls. I have seen people animating with low mesh and while rendering they use high mesh. Do, i have to create a low poly version of my model?. If yes, Then i have to paint weight twice. low poly one and the high poly one.

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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 :: 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 :: 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 :: 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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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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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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Maya :: Can Import High Poly Model From Max

Feb 9, 2012

I thought, can i just model in 3D max, with all that details on it, for high poly. And then transfer that high poly model in Maya, and do low poly, uv, texturing, lighting, rendering, composting and Animation too? I am interest in cinematic for game, like trailer for games, which is done from Blur and Blizzard, and BioWare too?

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3ds Max Modeling :: Model Flattened When Add Editable Poly Modify?

Jan 16, 2014

I create a model use lib3ds ,and import into 3dsmax2010 ,when I convert the model to poly ,the model was flattened .

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3ds Max :: High To Low Poly Hard Surface Model Conversion

Feb 25, 2013

best way to convert a hard surface high poly model to a low poly model for use in a game engine like Unity. I know this model looks rather low poly already but there internal parts that bring this model up to about 220,000 polys. Is the best solution to remodel as low poly? Would retopo be more effecient? What about using zbrush?

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Mudbox :: Different Displacement Map Displayed On The Model?

Oct 12, 2012

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.

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Mudbox :: How To Remove PTex From Model

May 25, 2011

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.

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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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3ds Max :: Reduce Poly Count Of 3D Model Using Batch ProOptimizer Utility

May 23, 2013

I am attempting to reduce the poly count of a 3D model using the Batch ProOptimizer utility. However, the tool uses Predefined 'Vertex' % and not Predefined Polygon %. I need to reduce the polygon count by 60% 40% and 18%. /how this could be achieved?

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3ds Max Modeling :: High Poly Model - Attaching Objects And Smoothing

Oct 28, 2011

I'm having trouble with a high poly model. It's too big for my system right now to use in a complex scene, so I want to use a MR proxy to instance it. However the model I have(I wasn't the modeler) is composed of a lot of objects, more than I'm willing to make a proxy for. I tried to make a group out of them and make that a proxy but that doesn't seem to be possible (MR proxies can only store 1 object?)

So my next step was to combine them into one object via attach, however when I do that the smoothing gets really screwed up (see attached jpgs). Any tips for keeping smoothing per object as I add them?

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Mudbox :: Importing Model / Mesh From Maya

Apr 6, 2013

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.

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Mudbox :: PTex Paint Model Export To UVs?

Oct 12, 2011

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.

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Mudbox :: Level Of Subdivision To Pose A Model?

Aug 1, 2011

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.

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Mudbox :: Apply Stencil To Entire Model At Once?

Jul 17, 2013

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..?

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Mudbox :: Stamps Don't Work If Model Is Big In Units?

Feb 14, 2012

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.

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3ds Max Modeling :: Scaling Low And High Poly / Viewport Clipping Making Model Disappear

Apr 3, 2011

What i have is a low polymodel that's quite small in scale, i'm modelling around a higher poly model, when i zoom in, the viewport clipping kicks in and parts of the model disappear, so i cant work on the small details. What i need to do is scale up both my low poly and high poly, work on the small details and scale it back down.

In maya there are multiple solutions to this; The first and most obvious would be to increase the near clip in the camera attributes.

The second would be to freeze transformations on the low and high poly, scale up the model, work on it and then scale it back to the value of 1.

The third would be to put both the low and high poly models into a group, scale up the group, work on the model, return the group back to its default size and ungrouping. Personally i would use this method to preserve the original scale values on the low and high poly models.

Is there a way of doing any of the above in 3ds max?

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3ds Max :: Using 2011 Graphite Freeform Polydraw Tools To Retopologize A Scanned High Poly Model?

Sep 22, 2011

I'm trying to use 3dsmax 2011 graphite freeform polydraw tools to retopologize a scanned high poly model.

Here are the steps I went through:

1-Imported the high poly mesh (.obj)
2-Converted to editable poly
3-Used ProOptimizer modifier to make the model "lighter" for my pc
4-In the polydraw tools, I selected "Draw On: Surface"
5-"picked" the high poly model
6-Selected offset 0,2
7-Created new object using the polydraw tools "New Object"
8-Froze the high poly model
9-Started retopologizing

The problem is that during the retopology process, my mesh doesn't ''stick'' to the reference high poly model... so I have to stop every now and then to adjust it which takes a lot of time.

I do know that there are a lot more specialized retopo tools like Topogun and 3Dcoat, but acquiring a new tool is not an option at the moment.

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Mudbox :: Transform Model Every-time When Import / Export Through Maya

Dec 8, 2010

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 using maya 6.5 and mudbox 2011.

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3ds Max :: Texture Appears Blurry When Dragged Onto Model

May 24, 2012

I'm pretty new to 3ds Max and I am trying to make a short animation. Its about a game called Minecraft ( its ok if you dont know what Minecraft is ) but anyways I got a texture online for a model I had. When I drag the texture onto the model it appears blurry. Everything else is fine except that its blurry. "set the interpolation of the texture to none". How to find the interpolation of the texture and what that means?

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Maya :: UV Texture Color Won't Show Up On The Model

Mar 4, 2013

I created a model with UV textures.

I loaded in a lambert with a psd file on the model.

But none of my drawing from the psd file will show up on the model.

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AutoCAD Inventor :: 3D Model Cross Section Texture?

Jun 19, 2013

Wnitake a cross section of an assebly n Invetor  3D moel t the cross section of each componet look ey similar like cement, Is there any way to change the cross section texture.

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3ds Max :: Imported Model From Sketchup - Scale Of Texture Varies

Jun 22, 2012

I imported a model from Sketchup into 3DS Max. When I apply materials to some of the surfaces, the scale of the texture varies from face to face, these are the triangles that make up a polygon. It's as if the texture is getting stretched or compressed in one direction or another. Other polygons allow for consistent materials. It seems to be random and I can't figure out what to do.

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