these are almost a common sight for me in mudbox 2013 as opposed to things just behaving nicely in 2012. anyone can back this up?
workarounds: tessellate/subdivide, triangulate mesh and export to mudbox via FBX (from max). works for 90% of the cases, would love to eliminate this completely though. also, turning off that gigatexel engine or whatever it's called seemed to make a positive difference.
Replies
subdivide it twice should help...
Thanks.
workarounds: tessellate/subdivide, triangulate mesh and export to mudbox via FBX (from max). works for 90% of the cases, would love to eliminate this completely though. also, turning off that gigatexel engine or whatever it's called seemed to make a positive difference.
http://mudboxfeedback.autodesk.com/forums/158904-ideas-for-mudbox-forum/suggestions/3241732-fix-low-poly-texturing