View Full Version : Mudbox 2012 wierd UV issues...
06-24-2011, 04:54 AM
Hi guys, I'm getting this problem when I export a mesh from max 2010 into mudbox 2012. What happens is although it seems fine at first, when I apply any texture to the object it seems to try and re-draw some faces as though they're welded to some other random verts on the mesh. I'm assuming this is an issue with the UVs because in wireframe it still shoes the correct mesh layout, it's just how it renders the texture.
I've tried smoothing groups, no smoothing groups, exporting with 'NONE' settings and with 'Mudbox' settings. I've applied Xforms and tried Normalizing the mesh - nothing seems to work. I've even checked all the UVs and they all seem fine. Any ideas on this?
06-24-2011, 04:58 AM
A picture could say more then a thousand words.
Sounds like the white sparkels you get with some graphic cards(mostly ATI i guess)
06-24-2011, 06:25 AM
Ok, here's the 'looks good' import, no problems at this stage...
then the moment I put a material on it it does this...
as you can see it seems to be displaying the texture as though maybe it's trying to weld them to edges of mirrored UVs or something...
06-24-2011, 06:28 AM
could you send me the model, i´ll take a look if you want.
06-24-2011, 06:32 AM
thanks for the offer, unfortunately this is employed work and I would probably get fired for breaking NDA :P
Have you seen anything like this before?
06-24-2011, 06:43 AM
I think i have seen something like that, but i´m not sure what exactly was the solution.
Possible things to try would be:
- Look for overlapped and flipped uv shells
- make sure all verts are welded correctly
- reset xforms before exporting
- import it in max into a fresh scene and export it again
- more suggestions to come if none of this helps
06-24-2011, 07:03 AM
i have got a good few overlapping UVs and some are also mirrored. I've got a pretty tight texture budget so it can't really be avoided... is mudbox quite bitchy about this then?
06-24-2011, 07:10 AM
you should shift the overlapped shells(i guess you stacked similar ones) in the uv window. I think there is something in mudboxes helpfiles which says how to get the best results.
Just look out in the help file for something like "setting up your model for texturing"
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