Has anybody ever done it? I'm sure theres a few of you. Anyway, I've go my flat plane, sub-d inside Mudbox, but haven't a clue what to do so that when I paint over one edge, it comes over on the other. The help files said to make a tile plane from the UI, but that option wasn't there oddly like it said it should be...?
Any advice?
Replies
for older version there is just the old school way of baking out displacements and offseting in photoshop.
http://dl.dropbox.com/u/1114083/tilequad.obj
If it´s for sculpting you have to do it like fade said or get the advantage pack.
If I'm doing something wrong, that's possible here is my workflow:
1: make plane in modeling app with normal uv or whatever
2: clone it around itself to make nine all the same (I've seen people use only 4, but that's bad and causes too much extra hassle imo, better to use nine and treat the center as your target, rather than tend around open sides)
3: import the resulting OBJ to mud
4: be told the mesh is incorrect, that the UVs are malformed and unusable.
It worked fine in older versions, I learned it through Wayne Robson's stuff, now it seems the only way is to have SAP, and it doesn't work to manually make it yourself. There is probably a good explanation as to what the devs did that stopped this trick from working, but I don't know what it might be.
The SAP stuff is better, it can sculpt and tex in tiling, not just tex like the tiled plane method, which is valuable as all hell.
Doing a photoshop offset is very limiting and not even worth it to master the technique when you can only do so little with it. If someone is good enough at working on disp maps to not make a mess of 90% of surfaces they try it on, more power to them, but for the most part, it's not efficient, you'll just end up with a smeared displacement map full of tonal errors that may or may not be noticed in the end - not a gamble that is worth the time when looking at how much you'd need to use the technique on anything that tiles.
It's been better to literally offset geometry and then tend to its seams, but it's a hassle and I for one lose drive quickly doing that when I know there are easy ways that I just do not have access to.
If anyone has tips post-2009 versions that still works, I'm all ears, though. Would mean a lot to have a new technique for this.
this is the trick with displacements i'm talking about. i did lot's of normal maps for our latest 3ds game and even if it's a joke compared to the cool zBrush feature of tiled sculpting, it works fine. just some extra minutes spend on baking. no seams and perfect for environments. of course you can combine this workflow with your diffuse...
fade1, will watch the video, I like his tutorials.
edit, ah yes, offset in PS, and then sculpt in the mesh, yes, I remember this, very good. He says the same I said too "it's hard to do it in PS, better to go back to mud" indeed. - Thanks guys, I'm sure the OP will be as pleased.
Just load it up, add a texture layer and begin to paint
Read again :P
Like i said this is only for painting unfortunately
The annoying thing is, my copy of photoshop is playing nice with the 32bit .tiff files Mudbox pumps out, so I can't even open them. I can use 8bit but holy hell, they don't import back well at all, talk about blocky pixelated messes...
a tiling plane...
http://www.youtube.com/watch?feature=player_embedded&v=B-9GUtq6K_I
fade1 already said that, but that only applies to Subscriptors.If you don´t have a subscription(student, don´t need/want it or something) you have to wait for 2013
what version of PS are you running? without 32bit this workflow makes no sense. it's not precise enough...