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Polygons disappear when I try to paint a new diffuse layer. In Mudbox 2015.

8 REPLIES 8
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Message 1 of 9
AndresFPC
968 Views, 8 Replies

Polygons disappear when I try to paint a new diffuse layer. In Mudbox 2015.

Hi, I have a problem in Mudbox 2015. When I import a mesh from 3ds max 2015 to mudbox 2015 and I create de layer in de diffuse channel to paint, some polygons in the mesh disappear.

 

The object is .fbx, because I need the smoothing groups.

 

I attach some image, were I show the problem.

 

The first one is the mesh whit out difusse chanel if you see all the polygons are quads.

 

And the last which the problem, where the mesh has triangles and some polygons disappear.

 

Thanks for your help.

8 REPLIES 8
Message 2 of 9

could you post an image of the uvs..?

does this also happen if you export and reimport the object as obj..?

have you used the posing tools in mudbox on this mesh.?

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https://linktr.ee/cg_oglu
Message 3 of 9

Hi, I used different tiles for the uvs in to max. So I import the objet like an .obj to, whit the parameters for mudbox. And no, I not used pose tools yet.

 

I add the image from uvs.

 

Thanks for your help.

Message 4 of 9

could you try to move the uvs into the 0-1 uvspace...

at the moment they are in uvtile 3....

 

its possible that mudbox is getting confused if there is nothing in tile 1 and 2...

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https://linktr.ee/cg_oglu
Message 5 of 9

Hi, in the Tile 1 and 2 three are other shells, and I need the uvs in that tile.

 

Thanks.

 

Message 6 of 9

than is the question why are those object not combined to a single object..

mudbox would paint three textures anyways...

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https://linktr.ee/cg_oglu
Message 7 of 9

Hi, I put de uvs there, because I’m using multitexture for more resolution in each part of de model.

Message 8 of 9

i know what you are doing...

but if there are no uvs in uv tile 0 and 1 mudbox is confused...

it needs uvs in every tile...

 

you need to combine all your meshes to get all uv tiles on one mesh...

or move the uvs to the 0-1 space and assing different shaders...

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https://linktr.ee/cg_oglu
Message 9 of 9

Hi I find the problem, was the Uvs. But it´s rare, because I used de tool relax for polygon angle. And then, I pack the uvs whit xrayunwrap. And apply the xform modifier for reset all the transformation in the mesh, and collapse the modifier.

 

So I did all the uvs again, and works.

 

However thank you very much, for your help.

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