Area :: Header
Meet the Experts Webinar
Learn how Black Forest Games rebooted the classic C64 platform game “Giana Sisters” from 1987 using Autodesk 3ds Max®.
Discussion Groups

Community Help

Reply
Member
monkmidon_1
Posts: 4
Registered: ‎02-17-2012

Why does mudbox not like overlapping UVs?

146 Views, 8 Replies
11-07-2012 04:23 PM
Hello, I am wondering if there is any solution, or work around to this problem I am having with Mudbox.

I imported a symmetrical mesh into Mudbox, unwrapped and textured, with the UVs overlapping to save texture space since it is symmetrical, but when I put on the diffuse map, or any other map, one half of the mesh will disappear.

I don't need to sculpt on this mesh or anything, I am just putting it on my character so I can take renders in Mudbox.

Please use plain text.
*Expert Elite* | Moderator
cg_oglu
Posts: 2,959
Registered: ‎08-22-2006

Re: Why does mudbox not like overlapping UVs?

11-08-2012 06:37 AM in reply to: monkmidon_1
overlapping uvs are no problem...
looks like your geo is flipped... is this working fine without the textur..?
----------------------------------------------------------------------
http://www.linkedin.com/pub/christoph-schaedl/6/558/73b
Please use plain text.
Member
monkmidon_1
Posts: 4
Registered: ‎02-17-2012

Re: Why does mudbox not like overlapping UVs?

11-08-2012 09:23 AM in reply to: cg_oglu
Yea, the half will only disappear when I put the texture on it :smileysad:.

I am using mudbox 2013, are there any updates that might help?
Please use plain text.
Active Member
electrofilms
Posts: 6
Registered: ‎05-07-2008

Re: Why does mudbox not like overlapping UVs?

11-09-2012 06:16 AM in reply to: monkmidon_1
That is quite strange, I usually would associate that with your face normals being reversed.
Please use plain text.
Member
monkmidon_1
Posts: 4
Registered: ‎02-17-2012

Re: Why does mudbox not like overlapping UVs?

11-09-2012 03:40 PM in reply to: monkmidon_1
Yea it's definitely strange. The texture is a .tga, I'll try out other formats.
Please use plain text.
*Expert Elite*
Posts: 562
Registered: ‎04-06-2010

Re: Why does mudbox not like overlapping UVs?

11-12-2012 03:52 AM in reply to: monkmidon_1
Was the geometry mirrored? That looks like a negative scale. What program did you use to make it. If it was max try reset xform. If the left side flips normals, then select those polys and flip them back.

It's best to use symmetry or the mirror modifier as this isn't needed then.

I don't know how you go about this in other apps, but they'll have similar functions.
Please use plain text.
Member
monkmidon_1
Posts: 4
Registered: ‎02-17-2012

Re: Why does mudbox not like overlapping UVs?

11-14-2012 07:58 PM in reply to: monkmidon_1
I used max, I know the normals are not flipped, and it shows just fine in max when I put the texture on it.

Also, I tried different image types in mudbox, but same issue. I suppose next is to try an earlier version of mudbox
Please use plain text.
Valued Contributor
sonictk
Posts: 81
Registered: ‎08-20-2011

Re: Why does mudbox not like overlapping UVs?

11-14-2012 08:46 PM in reply to: monkmidon_1
Have you tried checking your mesh in the FBX viewer and seeing if this problem occurs with textures on?

You might also want to just slap a unify face normals in 3ds max and export again, just in case.
Please use plain text.
*Expert Elite* | Moderator
cg_oglu
Posts: 2,959
Registered: ‎08-22-2006

Re: Why does mudbox not like overlapping UVs?

11-15-2012 03:42 AM in reply to: monkmidon_1
could you upload this object..?
or a part of it... id like to check it...
----------------------------------------------------------------------
http://www.linkedin.com/pub/christoph-schaedl/6/558/73b
Please use plain text.