Hey guys,
This is a question that is asked time and time again, and for the life of me I cannot get it to work. Due to the nature of the object, techniques I have found to create a high resolution model from 3Ds Max to Mudbox, simply won't work.
So far I have tried the following:
1 - Add hard edge loops to the model to maintain the diamond shapes.
2 - Separate by smoothing groups,
3 - Separate by smoothing groups within a turbo smooth.
All of the techniques I have tried above, have been exported both as OBJ and mudbox preset, or from the Send to Mudbox function within Max. I am still left with the same issues.
My first issue I have is that I am left with rounded corners on the diamond shapes. My second issue is with the first technique, applying hard edge loops, this also appears with the turbo-smooth technique as there are too many edges within the bevels at the corners of the tiles and I'm left with very scrunchy sculpting.
Here is an image of the tiles I am trying to model.
(the image above is of the low poly I am trying to get into Mudbox 2012)
I understand that I can 'sculpt' the model with Photoshop, and use xNormal to create the final normal map, but I would find it a much better way of learning if someone could aid me with getting this model safely into Mudbox where it can be sculpted.
Can anyone help me with this?
- Sythen.
Replies
and to get more evenly spaced geometry you could add a few edge loops across the diamond faces inside of max before you export. Like I said maybe I'm misinterpreting, but hopefully that helped a bit.
Your fix has allowed me to maintain the diamond shape which is excellent!
I've mixed that along with Daphz idea to separate the tiles from the floor itself, and do each tile, which allows me more control.
Thank you both!
- Sythen