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Mudbox moves UVs at texture export

4 REPLIES 4
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Message 1 of 5
Anonymous
1797 Views, 4 Replies

Mudbox moves UVs at texture export

Anonymous
Not applicable

Hi,

 

I have created a UV Atlas in Maya for four models. No UVs overlap any other:

mayaUVs.png

 

I export these 4 models into the same Mudbox scene and with the UV map.

 

I set a separate material for each model to sculpt high-poly and texture.

 

I'd like to keep the atlas format of the textures, so I intended merging the models layers in photoshop into a single texture. (I can't find a way to extract a channel of all models in one).

 

However I'm finding maya or mudbox move the UVs so the shells end up one on top of the other.

 

 

 

This is the eyes uv diffuse texture extracted as TIF 8-bit and how it overlaps the position of the humanoid TIF diffuse texture shells.

 

Eyes texture:

eyesTexture.png

 

humanoid texture:

humanoidTexture.png

 

Eyes texture on humanoid texture - layers on photoshop:

eyesTextureOnHumanoidTextureOverlap.png

 

I can't re-arrange these because I'd then also need to make the UV match it precisely.

 

I've got two questions please:

 

- How can i export the textures from Maya into Mudbox so the shells don't move?

 

- would you recommend i use the same material for all models if I want to keep the uv map/textures as an atlas? If so, is there a way to re-assign a material to a model and re-assign the textures of the old material?

 

Thank you for your help,

 

Sergio

0 Likes

Mudbox moves UVs at texture export

Hi,

 

I have created a UV Atlas in Maya for four models. No UVs overlap any other:

mayaUVs.png

 

I export these 4 models into the same Mudbox scene and with the UV map.

 

I set a separate material for each model to sculpt high-poly and texture.

 

I'd like to keep the atlas format of the textures, so I intended merging the models layers in photoshop into a single texture. (I can't find a way to extract a channel of all models in one).

 

However I'm finding maya or mudbox move the UVs so the shells end up one on top of the other.

 

 

 

This is the eyes uv diffuse texture extracted as TIF 8-bit and how it overlaps the position of the humanoid TIF diffuse texture shells.

 

Eyes texture:

eyesTexture.png

 

humanoid texture:

humanoidTexture.png

 

Eyes texture on humanoid texture - layers on photoshop:

eyesTextureOnHumanoidTextureOverlap.png

 

I can't re-arrange these because I'd then also need to make the UV match it precisely.

 

I've got two questions please:

 

- How can i export the textures from Maya into Mudbox so the shells don't move?

 

- would you recommend i use the same material for all models if I want to keep the uv map/textures as an atlas? If so, is there a way to re-assign a material to a model and re-assign the textures of the old material?

 

Thank you for your help,

 

Sergio

4 REPLIES 4
Message 2 of 5
Anonymous
in reply to: Anonymous

Anonymous
Not applicable

My apologies, I was not using Photoshop's Edit-Paste Special - Paste in Place (but just paste).

 

However, even with this the shells are much closer to each other in the resulting merged texture with photoshop. Quite easy to see with the eye shells (in yellow) particularly bottom left.

 

Here's Mayas UV map and beneath pasted in place with Photoshop diffuse textures to get the atlas:

maya UV mapmaya UV mapphotoshop pasteInPlace separate mapsphotoshop pasteInPlace separate maps

Do the shells enlarge in mudbox, ever so slight? Do you have any recommendations to keep the sizes as built in Maya?

 

Thank you for your help

 

Sergio

0 Likes

My apologies, I was not using Photoshop's Edit-Paste Special - Paste in Place (but just paste).

 

However, even with this the shells are much closer to each other in the resulting merged texture with photoshop. Quite easy to see with the eye shells (in yellow) particularly bottom left.

 

Here's Mayas UV map and beneath pasted in place with Photoshop diffuse textures to get the atlas:

maya UV mapmaya UV mapphotoshop pasteInPlace separate mapsphotoshop pasteInPlace separate maps

Do the shells enlarge in mudbox, ever so slight? Do you have any recommendations to keep the sizes as built in Maya?

 

Thank you for your help

 

Sergio

Message 3 of 5
Christoph_Schaedl
in reply to: Anonymous

Christoph_Schaedl
Mentor
Mentor
Accepted solution

for me this looks like the edge bleeding mudbox is doing to prevent mipmapping issues...

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https://linktr.ee/cg_oglu
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for me this looks like the edge bleeding mudbox is doing to prevent mipmapping issues...

----------------------------------------------------------------
https://linktr.ee/cg_oglu
Message 4 of 5

jill.ramsay
Alumni
Alumni
Accepted solution

Yes, it does look like that. You can set the bleed value in Mudbox under Windows -> Preferences -> Paint -> Edge Bleed. You can also visualize it in the UV View, if you have Render Edge Bleed turned on.

Yes, it does look like that. You can set the bleed value in Mudbox under Windows -> Preferences -> Paint -> Edge Bleed. You can also visualize it in the UV View, if you have Render Edge Bleed turned on.

Message 5 of 5
Anonymous
in reply to: jill.ramsay

Anonymous
Not applicable

Thanks a bunch for your thoughts and pointer to control the bleed ! 

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Thanks a bunch for your thoughts and pointer to control the bleed ! 

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