Community
Mudbox Forum
Welcome to Autodesk’s Mudbox Forums. Share your knowledge, ask questions, and explore popular Mudbox topics.
cancel
Showing results for 
Show  only  | Search instead for 
Did you mean: 

Mudbox transfer paint layers problem

8 REPLIES 8
SOLVED
Reply
Message 1 of 9
Anonymous
2177 Views, 8 Replies

Mudbox transfer paint layers problem

Anonymous
Not applicable

Hello, when I tried to transfer textures in mudbox, I got this result. The models have the same verts, edges, faces and tris, but have different uvs.

 

Any thoughts on how to fix this?

 

Thank you for your time.

0 Likes

Mudbox transfer paint layers problem

Hello, when I tried to transfer textures in mudbox, I got this result. The models have the same verts, edges, faces and tris, but have different uvs.

 

Any thoughts on how to fix this?

 

Thank you for your time.

8 REPLIES 8
Message 2 of 9
Anonymous
in reply to: Anonymous

Anonymous
Not applicable
Is the point count of both models the same, if so, did you accidentally apply pTex to one of the models ?
0 Likes

Is the point count of both models the same, if so, did you accidentally apply pTex to one of the models ?
Message 3 of 9
Anonymous
in reply to: Anonymous

Anonymous
Not applicable

I belive they are the same. The only differnce is that I had the nipples raised in zbush with the original and the other has no raised nipples and new uvs. I have tried just random paint in mudbox and tried to transfer, but the same thing has happend. The first two pics are the models in maya with the verts, faces, ect and the third is what I tried to do in the Extract texture maps options.

0 Likes

I belive they are the same. The only differnce is that I had the nipples raised in zbush with the original and the other has no raised nipples and new uvs. I have tried just random paint in mudbox and tried to transfer, but the same thing has happend. The first two pics are the models in maya with the verts, faces, ect and the third is what I tried to do in the Extract texture maps options.

Message 4 of 9
Anonymous
in reply to: Anonymous

Anonymous
Not applicable
The point count looks identical, although hard to say for sure from looking at an image. Did you sculpt your character / person in zBrush, then import it into Mudbox ?
0 Likes

The point count looks identical, although hard to say for sure from looking at an image. Did you sculpt your character / person in zBrush, then import it into Mudbox ?
Message 5 of 9
Anonymous
in reply to: Anonymous

Anonymous
Not applicable

I actually made them in daz3d, I did do the uvs in Zbrush though and the painting in mari. Attached are the models themselves. Thank you so much so far with your help.

0 Likes

I actually made them in daz3d, I did do the uvs in Zbrush though and the painting in mari. Attached are the models themselves. Thank you so much so far with your help.

Message 6 of 9
Anonymous
in reply to: Anonymous

Anonymous
Not applicable

The "star" polygons you had on your object were causing the problems, also you might want to scale the UV tiles a little in Maya as they are touching the borders of the multi-tile UV's you have laid out.  

To successfully do a transfer, export your zBrush mesh at the lighest resolution/level, re-import that into mudbox, hopefully your system can handle it, do a "rebuild subdivision levels", also I have included a retopolgized mesh, that is free of mesh errors. 

 

Your UV issue which is an easy fix, I'm taking into consideration that you have a good level of understanding of Maya UV tools to scale the individual UV islands, slightly ?

As for how do you paint transfer, you could try after retopologizing your mesh to do a texture transfer in mudbox or maya between the two low polygon meshs, that being the retopogized mesh and a low polygon version from that of zBrush, in hopes you retain all, or some of your texture paint layers.

 [Link to Modified Object]

0 Likes

The "star" polygons you had on your object were causing the problems, also you might want to scale the UV tiles a little in Maya as they are touching the borders of the multi-tile UV's you have laid out.  

To successfully do a transfer, export your zBrush mesh at the lighest resolution/level, re-import that into mudbox, hopefully your system can handle it, do a "rebuild subdivision levels", also I have included a retopolgized mesh, that is free of mesh errors. 

 

Your UV issue which is an easy fix, I'm taking into consideration that you have a good level of understanding of Maya UV tools to scale the individual UV islands, slightly ?

As for how do you paint transfer, you could try after retopologizing your mesh to do a texture transfer in mudbox or maya between the two low polygon meshs, that being the retopogized mesh and a low polygon version from that of zBrush, in hopes you retain all, or some of your texture paint layers.

 [Link to Modified Object]

Message 7 of 9
Anonymous
in reply to: Anonymous

Anonymous
Not applicable

Im sorry, but are the star polygons? The eyes? Is there a way to fix the star polygons without creating new topology? Also, when I tried to do ray casting option in extract texure maps, the target just turned black. Is this also because of the star polygons?

0 Likes

Im sorry, but are the star polygons? The eyes? Is there a way to fix the star polygons without creating new topology? Also, when I tried to do ray casting option in extract texure maps, the target just turned black. Is this also because of the star polygons?

Message 8 of 9
Anonymous
in reply to: Anonymous

Anonymous
Not applicable
Accepted solution
The star polygons are the eyes, and somewhere within the neck, you have to hunt within the geometry to find the neck star. I deleted the star geometry on the fixed mesh, did you download the mesh ?

The ray casting option to extract won't work because, as you mentioned the star polygon.

Finally, there is no other way to fix the star polygon, without deleting the polygons on the base mesh, then creating the new topology. When you model, make sure you don't create a series of triangles as seen in your star polygon issue. Your best solution would have been to leave a hole where the eyes are, then create a separate object, in this case an eye.
0 Likes

The star polygons are the eyes, and somewhere within the neck, you have to hunt within the geometry to find the neck star. I deleted the star geometry on the fixed mesh, did you download the mesh ?

The ray casting option to extract won't work because, as you mentioned the star polygon.

Finally, there is no other way to fix the star polygon, without deleting the polygons on the base mesh, then creating the new topology. When you model, make sure you don't create a series of triangles as seen in your star polygon issue. Your best solution would have been to leave a hole where the eyes are, then create a separate object, in this case an eye.
Message 9 of 9
Anonymous
in reply to: Anonymous

Anonymous
Not applicable
Thanks for all your help. I will take that into consideration for the future.
0 Likes

Thanks for all your help. I will take that into consideration for the future.

Can't find what you're looking for? Ask the community or share your knowledge.

Post to forums  

Autodesk Design & Make Report