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View Full Version : Strange Normal map artifacts generated by Mudbox.


Mambo4
08-25-2011, 04:53 PM
http://home.avvanta.com/~loganb/forumImages/normalError.jpg

I'm new to generating Normal Maps using Mudbox, and I'm getting some odd artifacts. Anyone recognize the problem?

throttlekitty
08-25-2011, 05:28 PM
Not a mudbox user, so I can't say if this is a program bug. Post your normal map too? Looks like either overlapped UVs or some crazy ray problems.

Mambo4
08-25-2011, 05:28 PM
I am suspecting overlapping UVs in the UV map...

Mambo4
08-25-2011, 05:29 PM
confirmed in maya...wonder if I can get an updated UV map into the current Mudbox file..

Mambo4
08-29-2011, 04:54 PM
ok, i have fixed my UV's and updated the UV map in mudbox. better, but still I am getting some artifacts. What other causes could these be?

http://home.avvanta.com/~loganb/forumImages/normalError2.jpg

the hair behind the ear is prettty much a 90 degree angle. shoudl I slope it a bit?

the top of the eyelids have some overlapping edges(poly, not UV) ...would that cause artifacts?

as for the bottom eyelid ans the bottom of the ear, I'm at a loss...

besides overlapping UVs, what other things typically cause these artifacts?

oglu
08-30-2011, 05:29 AM
the search distance is to high... bake a second map with lower settings and combine them...

Prophecies
08-30-2011, 07:30 AM
This is why I don't bake in mudbox. xNormal all the way! :D

Mambo4
08-30-2011, 12:40 PM
thanks guys!
I will try both your suggestions

ghib
08-30-2011, 01:00 PM
This is why I don't bake in mudbox. xNormal all the way! :D

you don't get artifacts from xnormal bake? Lucky you.

Prophecies
08-30-2011, 02:09 PM
you don't get artifacts from xnormal bake? Lucky you.
I've had far too many issues when baking in mudbox, for reasons still unknown to me. Switched to xnormal, and had better results without even using a cage. Just selected my high, low and pressed the huge "Generate Maps" button. And bam, better results.

I don't even think Mudbox supports cages. But then again, I haven't baked a normal map in Mudbox since the 2010 version.

Ace-Angel
08-30-2011, 02:42 PM
http://www.youtube.com/watch?v=ZH0qUgZkI9Q

Mambo4
09-01-2011, 12:22 PM
thanks again for your tips. @Prophecies : I've looked at xnormal and haven't had much luck. what format do you use for your hi and low rez meshes?

nightshade
09-02-2011, 09:20 AM
.obj works fine for me in xnormal

Mambo4
09-02-2011, 09:48 AM
Seems like Maya & mudbox is capable of producing geometry that breaks in xNormal quite easily...I'll keep trying

Mambo4
09-02-2011, 10:12 AM
after abandoning fbx for obj, i still get bad results:
http://home.avvanta.com/~loganb/forumImages/xNormalAwful.jpg

xNormal appears to be ignoring the hi res geometry completely.


I also get this error alot, even tho I can't find any problems with the UVs in Maya:
http://home.avvanta.com/~loganb/forumImages/xNormalError.jpg

any ideas to address this?

for the time being I'm going back to Maya/transfer maps...

Prophecies
09-02-2011, 12:53 PM
Does your low poly mesh have one single smoothing group? xNormal takes smoothing groups into account. That may be why your normal map is coming out faceted.

EarthQuake
09-02-2011, 05:23 PM
Most likely, this is a messy OBJ exported from mudbox. Import it into Maya, check your uvs, soften your edges, etc. Possibility even just importing and re-exporting from maya will fix it.