Well it is fine, until you try to do anything but normal for layer setting, and this only occurs when overlaying the normal map from bump onto of the normal generated from extracting sculpt details.
yes the reason is you cant just overlay a normalmap... you need th right math to do that... and mudbox isnt able to do that... you need a special tool like nDo to that kind of normalmap blending...
Ah I see, good to know much appreciated, thank you.
oglu do you happen to know anything about the error:
"mudbox texture:: Copy to called on a texture with an unknown location"
This happened while working on a multi piece mesh. I exported it, combined the mesh, repacked my uv's and now when I go to transfer paint information to the combined model it gives that error.
I checked and the textures are all saved in the scene file, not sure what has happened.
there are more reasons that could cause this error...
mudbox is storing uv data also in the shader...
if one shader is shared by multiple objets... he will try to load uv tiles also on object that dont have tiles cause the shader is telling him there is someting on those tiles...
also the gigatexel engine is could cause this error... the gigatexel engine is streaming textures in multiple resolutions onto the harddrive... if something happend to that streaming location it could cause troubles...
i would try assing a new shader to each object load the textures by hand with import layer and try it aing..
Still working on the material issue thing. But went back to the bump/normal map issue today. When i went to install ndo it asks you to go to www.cgted.com to download it.
When you do the site is down.
Working on trying to fix the material issue in the meantime.
Replies
you should use ndo to do the blending...
http://dev.quixel.se/ndo
http://blog.selfshadow.com/publications/blending-in-detail/
oglu do you happen to know anything about the error:
"mudbox texture:: Copy to called on a texture with an unknown location"
This happened while working on a multi piece mesh. I exported it, combined the mesh, repacked my uv's and now when I go to transfer paint information to the combined model it gives that error.
I checked and the textures are all saved in the scene file, not sure what has happened.
mudbox is storing uv data also in the shader...
if one shader is shared by multiple objets... he will try to load uv tiles also on object that dont have tiles cause the shader is telling him there is someting on those tiles...
also the gigatexel engine is could cause this error... the gigatexel engine is streaming textures in multiple resolutions onto the harddrive... if something happend to that streaming location it could cause troubles...
i would try assing a new shader to each object load the textures by hand with import layer and try it aing..
When you do the site is down.
Working on trying to fix the material issue in the meantime.