Author : jdvi


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MissOptimist's Avatar
Old (#1)
Hi guys,
I did my details in mudbox. I exported both the normal map and also the mesh from mudbox. When I put them together in 3ds Max, this is the result:


The problem is the seams are too obvious. I never had this problem in zbrush. Also, my uvs are NOT mirrored. Have any of you guys came across these issues in mudbox?
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Hang10's Avatar
Old (#2)
A common problem lately seems to been the Gamma/LUT settings. Disable it under Customize > Preferences > Gamma/LUT

I personally use xNormals or Max to bake maps.
Offline , triangle, 397 Posts, Join Date Aug 2011, Location Ottawa, Canada  
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AlexLeighton's Avatar
Old (#3)
Yeah I've always gotten that using normals from Mudbox. Try it with xnormal and see what happens.
Offline , spline, 128 Posts, Join Date Dec 2011, Location Toronto, Ontario, Canada  
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Alidium's Avatar
Old (#4)
This reminds me of all the problems I had with normal map seams. Try what Hang said and disable gamma/lut. It worked for me... most of the time.
Offline , vertex, 28 Posts, Join Date Apr 2011, Location Denver, Colorado, USA, Earth, Sol system, Milkyway. Send a message via Skype™ to Alidium  
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D4V1DC's Avatar
Old (#5)
Everything Normal Map
Offline , card carrying polycounter, 2,394 Posts, Join Date Jan 2005,  
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MissOptimist's Avatar
Old (#6)
Where is the xnormal in mudbox?

Last edited by MissOptimist; 07-27-2012 at 02:41 PM..
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Hang10's Avatar
Old (#7)
xNormals is a third party baking app that is hugely popular. Just google xNormals and it'll be the top response. There are also plenty of video tutorials if the documentation isn't enough.

Alternatively, HERE it is
Offline , triangle, 397 Posts, Join Date Aug 2011, Location Ottawa, Canada  
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MissOptimist's Avatar
Old (#8)
I would really like to solve this mudbox problem though. Im sure there is a way. wasnt kingkong detailed with mudbox?
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Ace-Angel's Avatar
Old (#9)
Yes, but they didn't bake out the Normal Maps, only Displacements, which are much easier to manage in a non RT environment.

Also, invert Green or Red Channel maybe?

And also, Mudbox's Normal Maps synch perfectly with Maya's last I checked from Autodesk (I could be wrong about this though).
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
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MissOptimist's Avatar
Old (#10)
that's interesting. When I exported the displacement instead of the normal map from mudbox, that displacement actually looked way better on my model than the normal map. Also, disabling the GAMMA/LUT correction got rid of the seams. Thanks guys, you all are a big help

Where did you get this info that in King Kong, they had actually just baked out the displacement? I find that real cool

Last edited by MissOptimist; 07-27-2012 at 08:24 PM..
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Ace-Angel's Avatar
Old (#11)
Well, in high end movie productions, they tend to use Displacement maps, since you want all the nice cracks and details as something that actually exists in 3D environment (essentially, polies) which cast shadows and have volume vs. Normal Maps, which only have the 'faked information' of details in a compressed form, meaning they don't have the volumetric effect or shadow casting ability.

Normal Maps are usually only used for detail mapping in movies, or if you're rendering something off in the distance and want to save up on render time.

It's all situational mind you, but for Normal Maps, especially on naked characters, be prepared to deal with alot of seam issues if you're baking from one software to another, since the Math usually is different.
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
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