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[Mudbox] Mesh subdivision problem

ItalianDragon
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ItalianDragon polycounter lvl 3
Hello everyone

I've run into quite a problem that I haven't been able to resolve so far.
To put it simply I'm trying to make custom meshes for a new race in Skyrim (the old one, not the SE) and I've used Caliente's BodySlide to generate the starting meshes that I've modified for the race I want to add to the game. Thing is that I also need to redo the normal maps and textures and as probably everyone knows you need the low and hi-poly models for that. Muxbox can do that just fine, given that it has a low and hi poly model.

My issue is that as long as the model is not subdivided it doesn't present any issue whatsoever (see the screenshot below)
http://image.noelshack.com/fichiers/2016/47/1479770774-1479747037-fine-mesh.png

However as soon as I subdivide, the structure goes completely nuts as seen here:
http://image.noelshack.com/fichiers/2016/47/1479747038-derp-mesh.png

Obviously there's an issue somewhere that causes the mesh to go awry, but said issue remains a mystery, and it has sadly brought the development on that point to a screeching halt (although I've been able to work on the textures as contrary to 3d modelling, I've been doing work in photoshop for over a decade).

So I'd like to know if someone has an idea on what might be causing this issue. For the reference I'm using Mudbox 2013, the mesh was exported as an obj from the original format (the original mesh format used by Skyrim being .nif ) with 3ds Max 2011. At my disposal for trouble solving I also have Maya 2017 and Meshlab.
If necessary I'll upload the mesh somewhere so that whoever has the courage can give it a look for himself/herself .

Thanks in advance for any help you may be able to provide.


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