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projection painting (mudbox)

polycounter lvl 6
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repete polycounter lvl 6
terrainpaint_zps86341bf8.png

I want to paint this terrain using projection painting. I have some extremely hi res satellite images that I want to use (just small sections) to paint on the peaks for example and of course the uvs in mudbox are giving me a headache. So I understand that the image is not using enough uv space and that is why projection painting it’s blocky and low res. Now after 2 days of searching everything I have come up with requires me to edit the uvs in maya which I don’t own (I use modo).

So the question is this: How on earth can I increase the uv space for the peaks, mid and the surface levels without using maya to edit the uvs ?

“just move the uvs into the other uv spaces... mudbox will read them and save” How do I do this?

Thanks

Replies

  • Rogue One
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    Rogue One polycounter lvl 7
    Hello,

    What is your end goal. Have you looked into using ptex?
  • oglu
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    oglu polycount lvl 666
    just move the uvs in maya or any other modeling app to the second uv space...
    mudbox will read and save them...
  • repete
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    repete polycounter lvl 6
    Rogue One wrote: »
    Hello,

    What is your end goal. Have you looked into using ptex?

    Game asset, ptex looks very interesting and I have found a workflow for it:
    fr0gg1e
    Sculpted, then Painted this as Ptex File
    Then did automatic UVs on the high at lowest level, reimported as new object, subdivided to match the level of that previous high, baked a 4k texture out of it in mud (transfering paint layers and sculpt details)
    then exported high with the texture and baked into xnormal a 1k on my low.
    Worked awesome.
    At the moment I am really getting my general work flow together with mudbox, projection painting (for detailing the cavity's & peaks) , ao maps, dis maps, vd maps and then over to PS to create the final texture but I will be looking into ptex :thumbup:
  • repete
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    repete polycounter lvl 6
    oglu wrote: »
    just move the uvs in maya or any other modeling app to the second uv space...
    mudbox will read and save them...

    So I just export the lp mesh, move the uvs in modo and reimport to mudbox?

    I will give this a go thanks !!!
  • repete
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    repete polycounter lvl 6
    This can be done inside Mudbox !

    This saves a lot of time and headaches and no need to edit uv maps in another 3d app.

    Now kicking myself :poly136:


    http://vimeo.com/48300554

    Big thanks to
    Justin_m over at DT Staff for this video !!!!
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