Hey guys, been trying to get my head round this for the past few hours and can't seem to get anywhere.
I'm using Mudbox to sculpt and paint a stone column, but I've got a problem when it comes to texture painting. Whenever I try to paint in Mudbox, I get this strange 'grid' effect that I can't seem to eliminate. The thing is, the problem with the texture occurs along the topology of the base mesh; it's almost as if Mudbox thinks each edge is a seam, when it definitely isn't (I've tried welding in Max, to no avail).
Might help if I told how the model was built. I made a base mesh in Max, imported this into Mudbox and sculpted it. Then I imported the lowest subd of the mesh back into max and unwrapped it (I know it's a terrible workflow!), and then re-imported the new uvs into mudbox again.
Another problem, possibly related, is that whenever I apply a new paint layer to my model, at level 0, parts of the mesh seem to disappear. This can be seen in the following shot:
Any idea what's going on? It has me stumped!
Replies
It would be nice if you could post the uv´s shown in mudbox.
It was a problem with the Mudbox settings when importing the new UVs. You can choose to assign it to the nearest vertex, or by vertex ID. When I was using vertex ID, it was for some reason deleting vertices, or not importing them properly. When using nearest vertex, it matched them exactly.
Thanks for tihs. I spent 3 days trying to work out this problem and your solution worked.
I can't understand why VertexID doesn't work.
I mean I exported an obj from level 0 in mudbox. Created my uvs in max. Imported uvs to level 0 using vertex ID and my painting kept messing up, until I found this forum.
Thanks a lot.
I am wondering if this is a bug in mudbox 2013
Asimov