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Mudbox forgot UV example:2

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jimpaw polycounter lvl 9
Hi,

I recently made a model (look at attached picture) , and forgot to uv the model. I know that i can export the lowest level and unwrap that and import that level again, but the problem is that i need to make a new lowpoly version of the model that will work ingame. This is what i want to do.

1. create a lowpoly model in Topogun from the level5 in Mudbox.
2. Unwrap uv:s in other application.
3. import the new lowpoly model into level 1 in Mudbox.
4. Somehow make the level 5 details remain working.
5. bake a normalmap in Mudbox /Xnormal from the high-res. (hopefully aligned with the uv :s from level 1.


I hope you understand what i mean. Sorry if this is unclear in anyway. Am i thinking wrong or what is the easiest way to do this ?

// Jimmy

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  • oglu
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    oglu polycount lvl 666
    just bake from your old highres to your new lowres...
    there is no need to have the details on the new mesh...

    mud is able to bake between arbitrary meshes...
  • jimpaw
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    jimpaw polycounter lvl 9
    oglu wrote: »
    just bake from your old highres to your new lowres...
    there is no need to have the details on the new mesh...

    mud is able to bake between arbitrary meshes...

    Thanks for the answer oglu, can you please clarify what you mean ? ,
  • oglu
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    oglu polycount lvl 666
    do a new lowpoly mesh with uvs...
    import it into the same scene as your old highres and bake between them...
  • jimpaw
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    jimpaw polycounter lvl 9
    oglu wrote: »
    do a new lowpoly mesh with uvs...
    import it into the same scene as your old highres and bake between them...

    I am sorry man i still dont get it, If i make a new lowpoly object that is the final version that i want in the game it will be very optimized. Even if i subdivide it like crasy it seems to me that mudbox will never to be able to project all that detail becouse of how the topology is on the new lowpoly object.

    It really feels like i am doing something wrong here. This seems like a logical workflow for me:

    1. start with a character in Mudbox from the default human model.
    2. when the character is done export it ,and remake the topology so
    that its optimized and work perfect in the game.
    3. import the new mesh and somehow get the detail from the high levels
    on the old model.

    Am i thinking wrong here ? , and when you say bake you mean displacement maps ?

    thanks alot man for you patience.
  • MrFunk
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    MrFunk null
    he means you have to bake a normal map. i would suggest you to use xnormal for that. and you don't need to transfer any details to the new low poly mesh in mudbox, you just do that with your normal map.
    you can find a lot of tutorials on this topic, either here or google...just search for "lowpoly workflow" or something like that
  • MM
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    MM polycounter lvl 18
    MrFunk wrote: »
    he means you have to bake a normal map. i would suggest you to use xnormal for that. and you don't need to transfer any details to the new low poly mesh in mudbox, you just do that with your normal map.
    you can find a lot of tutorials on this topic, either here or google...just search for "lowpoly workflow" or something like that

    you can also do that in Mudbox with the Extract Maps feature under Maps, but I would suggest using xNormal as well.
  • jimpaw
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    jimpaw polycounter lvl 9
    MrFunk wrote: »
    he means you have to bake a normal map. i would suggest you to use xnormal for that. and you don't need to transfer any details to the new low poly mesh in mudbox, you just do that with your normal map.
    you can find a lot of tutorials on this topic, either here or google...just search for "lowpoly workflow" or something like that

    But the model that i have now doesnt have any uv... so how can i bake the normalmap then ?
  • jimpaw
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    jimpaw polycounter lvl 9
    MM , doesnt extract maps require an existing uv ?
  • oglu
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    oglu polycount lvl 666
    you need uvs only on the target model...
  • Jeremy Wright
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    Jeremy Wright polycounter lvl 17
    As I understand it, the high res doesn't need UV's. Only your target mesh (your low-poly) needs UV's.

    edit: oglu, same time!
  • jimpaw
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    jimpaw polycounter lvl 9
    8FtSpider wrote: »
    As I understand it, the high res doesn't need UV's. Only your target mesh (your low-poly) needs UV's.

    edit: oglu, same time!


    Okay will try if it works ! , thanks.
  • jimpaw
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    jimpaw polycounter lvl 9
    Thanks alot everyone, i will try that.
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