Hi Guys,
I am pretty much a lightweight with Mudbox. Just want to get that out front. So, if anyone can advise me on normal map settings to get better results than I am getting, I would be grateful.
I am making a game res set of FPV hands. I have, what I think, are some pretty good hi res sculpts and diffuse maps I created in Mudbox 2016. I extracted normal maps using both subdivision (default settings) and raycasting (default settings). The lo res looks great in Mudbox, but when I send the lo res mesh and maps to Maya, via the "send to Maya" function, I get some weirdness in the display of the normals. The maps are 1024 for use in Unity. I am attaching some images to show what I am seeing.
If I need to provide more information, please let me know. I could also share the file if necessary.
Any advise would be treasured ๐
Hi Guys,
I am pretty much a lightweight with Mudbox. Just want to get that out front. So, if anyone can advise me on normal map settings to get better results than I am getting, I would be grateful.
I am making a game res set of FPV hands. I have, what I think, are some pretty good hi res sculpts and diffuse maps I created in Mudbox 2016. I extracted normal maps using both subdivision (default settings) and raycasting (default settings). The lo res looks great in Mudbox, but when I send the lo res mesh and maps to Maya, via the "send to Maya" function, I get some weirdness in the display of the normals. The maps are 1024 for use in Unity. I am attaching some images to show what I am seeing.
If I need to provide more information, please let me know. I could also share the file if necessary.
Any advise would be treasured ๐
Going to throw a little more fuel on the fire. I used Maya and Transfer Maps to make a normal map from the hi and lo res meshes. The results looked good. It seems I just don't know how to get these results from Mudbox. Any ideas?
Going to throw a little more fuel on the fire. I used Maya and Transfer Maps to make a normal map from the hi and lo res meshes. The results looked good. It seems I just don't know how to get these results from Mudbox. Any ideas?
I am pretty sure I extracted them in the Maya format. I will go back again and see what exactly is happening with the green channel. Thanks for the advice!
I am pretty sure I extracted them in the Maya format. I will go back again and see what exactly is happening with the green channel. Thanks for the advice!
No, it's definitely set for Maya/SoftImage for the normal type. I inverted the green channel in photoshop and here is the result, applied in Maya:
No, it's definitely set for Maya/SoftImage for the normal type. I inverted the green channel in photoshop and here is the result, applied in Maya:
I sure can. Here it is.
I sure can. Here it is.
Ok. This is weird. I went back into the maya file, replaced the normal map with the one I generated with mudbox. I now get the expected results. It's just the stock blinn shader. I can't tell you why, but I'll try another "send to" operation and see what happens.
Ok. This is weird. I went back into the maya file, replaced the normal map with the one I generated with mudbox. I now get the expected results. It's just the stock blinn shader. I can't tell you why, but I'll try another "send to" operation and see what happens.
Get ready. I tried the process again. Mudbox>send to Maya. Maya makes the shader a phong, with the associated diffuse and normal maps. *But* The seams are weird as hell. I then reload the mesh, apply a phong, plug in the maps, and it now looks as it should. Here are some images. I suppose my problem is solved? What do you think?
Get ready. I tried the process again. Mudbox>send to Maya. Maya makes the shader a phong, with the associated diffuse and normal maps. *But* The seams are weird as hell. I then reload the mesh, apply a phong, plug in the maps, and it now looks as it should. Here are some images. I suppose my problem is solved? What do you think?
Hello,
Thank you for posting to the Area forums and for adding all the details of what it is you are experiencing.
I haven't had a chance to try this out, but will be doing so and if need be I will report it to our development team so that they can take a closer look at the issue.
I have seen similar reports but with mirrored geometry so I don't think you are running into the same problem.
I will update you soon.
Cheers,
Hello,
Thank you for posting to the Area forums and for adding all the details of what it is you are experiencing.
I haven't had a chance to try this out, but will be doing so and if need be I will report it to our development team so that they can take a closer look at the issue.
I have seen similar reports but with mirrored geometry so I don't think you are running into the same problem.
I will update you soon.
Cheers,
Thank you for looking into this. I don't think it is a mirroring problem, and I believe the normals are good as well. It seems to be "fixed" if I quit Maya and start it again, then add the normal map to the attributes. If you need the mesh and maps, let me know.
Thank you for looking into this. I don't think it is a mirroring problem, and I believe the normals are good as well. It seems to be "fixed" if I quit Maya and start it again, then add the normal map to the attributes. If you need the mesh and maps, let me know.
Hello,
I just wanted to get back to you and let you know that I have been testing the issue and have been seeing similar results on my end. However, it doesn't seem to matter what I do except for changing the Viewport renderer the seams are present.
I have reported this issue to our development team and they will be looking further into it. I'm glad to hear it hasn't affected you much.
Cheers,
Hello,
I just wanted to get back to you and let you know that I have been testing the issue and have been seeing similar results on my end. However, it doesn't seem to matter what I do except for changing the Viewport renderer the seams are present.
I have reported this issue to our development team and they will be looking further into it. I'm glad to hear it hasn't affected you much.
Cheers,
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