Home Technical Talk

mudbox and uvs

mod
Offline / Send Message
rooster mod
I've just exported a model from mudbox as obj into max, and its kind of knackd the uvs.. they are all in the same shape but there are uv seams along the edges of each original base meshs poly (ie, large green square patterns in the uv editor amongst the subdivided polys). kinda sucks as I wanted to relax them...

setting the weld value to 0 does nothing, and 0.01 (the lowest value I think) mashes some of the uvs together

edit: well I ended up just scaling up the uvs hugely and welding. does anyone know how to avoid that altogether though?

Replies

  • MoP
    Offline / Send Message
    MoP polycounter lvl 18
    don't know how to avoid it altogether, but if you go into the preferences, change the spinner decimal accuracy to 3 or 4 decimal places, you'll be able to set the weld threshold to 0.001 or 0.0001, and then you can select all and Weld Selected which should only weld the verts sharing the same position, rather than ones close by too.

    also, maybe mudbox's obj importer is weird and somehow split the uvs on import? Or max/silo broke the uvs on export... maybe try some test meshes from different apps in different formats to troubleshoot it.
  • rooster
    Offline / Send Message
    rooster mod
    aah cheers never new about the spinner accuracy!.. glad I'm doing a dry run smile.gif
    will see if I can pin down the weak link
  • rooster
    Offline / Send Message
    rooster mod
    this might be relevant now everyones about to start new mudbox sculpts, incase for some reason you want intact uvs on your hi poly. simple really, remember to reset xform before export confused.gif
    doh! schoolboy error crazy.gif
Sign In or Register to comment.