Hi,
after Mudbox seems to leave some open questions I figured, I open a Mudbox Q&A Thread. Feel free to post questions in here.
I´ll start right away.
Whats the deal with the "small file size" option in the Preferences?
No description in the help. It cuts down the file size from 400 to approx 50 megs. I think it takes a bit longer but cant say that for sure. Why is that not on by default? Any downfalls or disadvantages?
And these Mudbox files got huuuge in the full version?! Did I miss something?
Replies
Question : everytime i select some faces to subdivide it "cuts" the mesh instead of subdividing it and keep it continuos like the vids in the mudbox site. Th original model becomes green and the subdivided polys become default colr
P.S - yeah its a n00b question still...
umm, i just installed mudbox, and was trying it out on a non-direct x9 compliant graphic card... i'm getting my models looking like this:
and it is really distracting... what is the problem? why am i getting this strange variety of colours looking all jagged? Also, if i turn the view around, the back of the mesh is completely unlit... i can't see anything! how can i fix this?
thanks!
One thing I do early on is create a bunch of selection sets, then use those for subdividing pieces of my mesh up for detailing. This also allows me to step my sub-d levels back down or quickly hide geometry chunks in order to maintain performance as I continue to detail specific areas up.
You also shouldn't sculpt around open seams. Make sure you match your sub-d levels in the areas where there is a seam first, then sculpt.
It masks out everything but the cursor and the trail when I sculpt with my tablet, and as I lift the brush (or sometimes I have to rotate the camera), the rest of the model reappears. Seems to happen mostly when the tool is very small.
I've tried others' .OBJ files for import to Mudbox and they load fine.
I even tried to load their working OBJ in to Max 7, then re-export to a new .OBJ and it won't work.
So I am wondering if..
a.) I am doing something wrong with my export. The model is all quads and the OBJ is set to export to quads.
b.) There's an alternative OBJ exporter than Wavefront?
Any help would rock, thanks.
Thanks though
We swithc to max 9 at work and it solve it.
Expensive way to solve problem but it worked
Hmm I've only got 3dsmax and mudbox right now. I'd like to fix this problem before trying out other apps as well, ya know?
Thanks though
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adam I just use wings as a mediator, seems to work fine
I think my 3DS Max 7 wavefront OBJ exporter is buggered. Anything I export to OBJ from Max doesn't import properly in to Mudbox. It goes through the Import motions (loads up, etc.) and even shows the object in the Object List, however its not visibly there.
I've tried others' .OBJ files for import to Mudbox and they load fine.
I even tried to load their working OBJ in to Max 7, then re-export to a new .OBJ and it won't work.
So I am wondering if..
a.) I am doing something wrong with my export. The model is all quads and the OBJ is set to export to quads.
b.) There's an alternative OBJ exporter than Wavefront?
Any help would rock, thanks.
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Sounds like a beta bug, i know that problem from the very first beta i've tested (it was r1213), but i never had this problem with the Release Version.
Adam, you may trying setting your number of digits to 6 or 7 and unchecking the two checkboxes under the spinner, in the obj exporter.
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Shimmer has the right answer. Anything over 7 is too many decimal points of accuracy for Mudbox. Took me forever to figure it out when I first got the beta.
I have exported from max 8 as an .obj with every possible setting too.
i had a problem like east had for a while, but i think its cause my mesh was to big, or something else. don't have it any more.
dusty old versions of mudbox would do that if you had some tri's
So here's my deal, I keep importing my mesh which is all quads..and when I subdivide in mudbox it does this funky ass smooth. How do I fix dat?!
I have exported from max 8 as an .obj with every possible setting too.
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You might think it's all quads, but mudbox only did this in the beta, and with a mesh that has triangles. Try running a tesselate modifier on your object before exporting, if that works, than you have a triangle somewhere (tesselate makes everything a quad).
This is what happens when working with tiny brushes or pretty much anytime when using a tablet.
EDIT: Ok, I've found a temporary fix after trauling the mudbox forums, a post by an admin says it is indeed an issue being worked on, but for now, turn your Camera FOV down to 20 and as if by magic... the issue ceases.
Now I can rest easy.
its particularly annoying since it seems you can only delete one at a time
the wire paint stuff happened to a colleague as well. we couldn't figure out what the problem was but thanks for the heads up, will try that FOV trick. overall - is it just me or does this thing have more issues than your regular italian car? truly amazing.
If you uncheck "Smooth Positions" then the object will subdivide while keeping it's form.
You'll get a nice lookin fine, bevelled hard edge.
Jesse - click the star next to the "subdivide selection" command, this will bring up a small submenu.
If you uncheck "Smooth Positions" then the object will subdivide while keeping it's form.
You'll get a nice lookin fine, bevelled hard edge.
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Blade you are the man. I'll give it a go today. Thanks man
"this tool can only be used on full level 0 or 1 objects"
anyone get this at all, or know why that's happening?
My problem is that I exported a version of my file out to mudbox, but the uvs were screwed up because of changes I'd made before exporting.
Mudbox also gives an error when I load the sculpt of my hi-res with the uvmap error into my corrected low-res scene through "Import as Layer"
Thanks!
apply smooth modifier, smoothing group 1...or just assign them in your edit poly......
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Dunno if you were talking to me since you replied to my post but the problem was that the OBJ file set the ambient light for the renderer to white.
Any way, I had another question. I was wondering how you guys make hair in mudbox. My current method(it doesn't work too hot) is to use a soft brush to pull up the hair geometry and then pinch it and pinch inbetween the strokes. Am I on the right track?
Whenever I import a model into Max 9 that I made in Mudbox, the materials are super shiny and I have no idea how to turn that shiny effect off. Anyone?
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Select the model and open the maxscript listener and type "selection.material=undefined" without the quotes. That will remove any material assignment from the model.
I've tried export levels but it only exports the current selected level.
After a few tries i managed to "fix" the file by moving levels data to the HD and rebuilding the octree.
edit: the wireframe in mudbox shows quads too but they are selected as tris
ok fixed it: looks like by accident an edge somewhere was deleted, which meant maya triangulated the whole thing. fixed it and import is in quads yay
I can't seem to get a good quality normal map out of Mudbox, are there any configurations i should pay attention to in particular?
I got it all set to 16bit, ray to 20, the rest is pretty much default. I tried setting up 2 lights in the scene, didn't really make a difference.
photoshop->channels->
I get this a lot yeah, I don't know whats up because I'm usually on level 0, but I found going to level 0 on *every object in the scene lets it work.. kind of annoying though I'd love to hear a proper solution
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try hiding all the objects that are not level 0