I have a question about the Max to Mudbox workflow. :poly131:
I've made a highpoly (using turbosmooth) model in Max and I now want to texture it in Mudbox.
Do I unwrap the lowpoly version (the one without the turbosmooth modifier) of the model,
or do I create a new lowpoly version?
Thanks for your help.
Replies
Would someone like to give his/her opinion on texture painting for game models in Mudbox?
but you have to paint 16bit maps cause mud has problems with color tearing and 8it...
they fixed some uv bugs with 2012 SAP so thats not a big problem anymore...
uncharted texture artist doing some magic
http://vimeo.com/33962304
here some painting tips...
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In the videos all of the artist use a model that is already UV mapped. Atleast as far as I can see. :icon15:
Is the workflow Mudbox, Photoshop also interesting if you paint on a high res model
and then bake your textures (diffuse, normal,..) onto the low res version?
CookieBE, you can use Ptex to paint your uv-less high poly and then bake it down (in mudbox or possibly even max, not xnormal yet unfortunately).
A new question :poly136:, has Mudbox problems with importing high poly models? Because every time I try it crashes on me.
but mudbox need clean geo... if there are some bad vertices in your mesh thats a problem...