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Master Man Of Justice
16
Years of Service
User Offline
Joined: 13th Feb 2008
Location: Between Insanity and Intelligence
Posted: 5th Sep 2010 13:05
Hi i am using mudbox to make my high poly mesh, and in this case i have my anvil, and its a hard surface model.

My problem is this.

When i sub divide in mudbox obviously it will lose the hard edge shape.

My base is 208 polies.

I need to tesselate it to do what i want.
I tesselated it in max thinking that would do the trick, but when i finally finished the model, the normal map completely sucked when i exported it because it exported the normal map for my tesselated 5k poly version. (high poly is like 20k)

Ive tried importing my 208 poly mesh into the scene with the 20k and selecting it as the base, but it wont export anything.

Can anyone help

Mazz426
16
Years of Service
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Joined: 4th Feb 2008
Location: Edinburgh
Posted: 5th Sep 2010 13:39
for loosing the hard edges, there's a really simple fix that even CGI companies use, just add more loops close to all the edges, also if you're only subdividing it to 20k in mudbox then your not really using it properly, the whole point of a program like that is to take it to 200k and get in to the really fine details on the model. im not familiar with mudbox normal map creating skills so i cant really help you there, but i hope what i have said helps

Master Man Of Justice
16
Years of Service
User Offline
Joined: 13th Feb 2008
Location: Between Insanity and Intelligence
Posted: 5th Sep 2010 15:44
heh i know i misread it in the program, i guess my mind wasnt able to accept the fact that the piece of crap i had was 200k polies XD

ive redone the thing 5 times about to do it again..
ahhh the cons of learning new programs.

Azzogat
14
Years of Service
User Offline
Joined: 17th Sep 2010
Location:
Posted: 17th Sep 2010 11:41
Hey Master Man Of Justice, I've been searching for this for quite a while. The problem with adding edge loops is that you get way to many polys for anything useful. The answer is as simple as can be.

Drop an Edit Poly on the stack and then add the edge loops. Export this stack, work on it, import it and drop the Edit Poly for the final normal mapping.

You can read more about it (and some more useful tips) here:
http://www.cgrats.com/prepare-hard-edged-objects-for-mudbox.html
or on AREA (account needed)
http://area.autodesk.com/tutorials/workflow_between_3ds_max_and_mudbox

Hope this helps.

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