Hello there!
I'm trying to do a normalmap for the first time. I used Maya to make a basemesh and unwrapped this sfinks cat there. Then I sculpted wrinkles on the cat in Mudbox and made a normalmap using a tutorial I found on Youtube. I exported the normalmap and the cat as obj and opened them again in Maya. The problem is rather clear in the pictures below. The normalmap is not affecting all the areas in the model.
I am wondering if this would be because I have stupidly enough merged all the objects together at the beginning before I started sculpting. That way the UV's of the eyes are right on the top of the cat's UV's.. If that is the reason why I failed here, would there be any way to fix this problem?
I'm so new to Mudbox that I would highly appreciate it if someone would kindly explain some answer to me in plain and easy English..
Thank you so much already!
Johanna Aulén
Hello there!
I'm trying to do a normalmap for the first time. I used Maya to make a basemesh and unwrapped this sfinks cat there. Then I sculpted wrinkles on the cat in Mudbox and made a normalmap using a tutorial I found on Youtube. I exported the normalmap and the cat as obj and opened them again in Maya. The problem is rather clear in the pictures below. The normalmap is not affecting all the areas in the model.
I am wondering if this would be because I have stupidly enough merged all the objects together at the beginning before I started sculpting. That way the UV's of the eyes are right on the top of the cat's UV's.. If that is the reason why I failed here, would there be any way to fix this problem?
I'm so new to Mudbox that I would highly appreciate it if someone would kindly explain some answer to me in plain and easy English..
Thank you so much already!
Johanna Aulén
first way
uv your model at low poly mode (level0)
than
export low poly to mudbox
then try to normal map from high poly to low poly (ray casting)
--------------------------
second way
uv your low poly (level0)
export low poly to (whatever.FBX)
in mudobx / file / import uv than select your FBX as UV map
in extract texture map , select (subdivision)
first way
uv your model at low poly mode (level0)
than
export low poly to mudbox
then try to normal map from high poly to low poly (ray casting)
--------------------------
second way
uv your low poly (level0)
export low poly to (whatever.FBX)
in mudobx / file / import uv than select your FBX as UV map
in extract texture map , select (subdivision)
you have overlapping UVs. either seperate the uvs into the next uv tile or do a layout uv.
you have overlapping UVs. either seperate the uvs into the next uv tile or do a layout uv.
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