I had the same result using tangent space. However, It actually working using 'none' as the defined space in the ptx vector node, and object space on the shader displacement node. ...after exporting the map from mudbox in tangent space. :shifty: Yeah same. I find If I'm leaving a little room to move VRAM wise, it's a lot…
are you creating the ptex setup before or after you subdivided your mesh..? ptex needs the higher levels to work like it should... [main problem with mari cause there are no subD levels] the workflow should be... subdivide your model sculpt go down to level0 create ptex if you create the ptex first it cant consider the…
the main point is that you can very easily resurf across object and works quite well. the secondary point is that decimation and merging is not only always possible but usually the best approach. you can tune your overall polycount to a manageable size and merging decreases the amout or memory used and the amount of…
Since we are talking about Mudbox bugs, does anyone else here encounter the following problem : Hi Guys, When I export things out of Mudbox 2014 my geometry gets slightly jaggy. I think what is going is that numbers of the vertex positions get rounded off to number with less decimals. This is causing noticeable artifacts.…