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[Mudbox] Texture Baking issue

  • Seldoon182
  • May 20, 2007 at 12:58 AM
  • Seldoon182
    • May 20, 2007 at 12:58 AM
    • #1

    Hello,

    I did a test on normal maps before to do it on my low poly models (I'm using 3ds Max for the low rez model).

    1. I started by creating a sphere and I unwraped it.

    [Blocked Image: http://pix.nofrag.com/aa/33/aa192b1cf6f83469677016b0aba0t.jpg]

    2. I exported the scene as an .obj and imported it on Mudbox.

    3. I did small add (subdivision at level 3) and I started to baking my texture.

    [Blocked Image: http://pix.nofrag.com/59/63/b090168a0cd3d4339ea0b0c476bat.jpg]

    4. I didn't check the .tif files and I switched quickly on 3ds Max to render my model.

    [Blocked Image: http://pix.nofrag.com/19/8e/46ab034869b6bcf03f457e490a1bt.jpg]

    When I discovered my render I was surprised by the result, so I checked my .tif files and I saw that the issue were from the Mudbox Baking Texture tools...

    [Blocked Image: http://pix.nofrag.com/49/59/4d0e21139eb87910fa2fff5cdf5ct.jpg][Blocked Image: http://pix.nofrag.com/a5/e9/5f6ece6c9c7a1437221ecf2f1092t.jpg]

    Do someone have the solution to fix its ?

  • Rick_D
    • May 20, 2007 at 2:23 AM
    • #2

    I export the highest layer from mudbox to an obj, import it into max and bake to normal from there.

  • Seldoon182
    • May 20, 2007 at 2:29 AM
    • #3

    I know how baking normal map from 3ds Max... But I had to bake my normal map with Mudbox for better organics details...

  • ng.aniki
    • May 20, 2007 at 2:56 AM
    • #4

    Try to bake the normal map with Xnormal ?

  • Seldoon182
    • May 20, 2007 at 3:27 AM
    • #5

    Hum.. I will try with xNormal 3.10.5 !

    [EDIT]: Hum... xnormal generated me the normal and the displacement map rightly, but both map merged in the same file...

    [Blocked Image: http://pix.nofrag.com/d4/fe/7f4e72087efe4b86b5e00eeaddcbt.jpg]

    And the render doesn't fit with the originale high poly model...

    [Blocked Image: http://pix.nofrag.com/56/54/89eb122091077884a593332a0110.jpg]

  • Seldoon182
    • May 21, 2007 at 12:24 AM
    • #6

    I did a Reset xform on my low poly model without change...

  • ng.aniki
    • May 22, 2007 at 4:09 PM
    • #7
    Quote from Seldoon182

    Hum... xnormal generated me the normal and the displacement map rightly, but both map merged in the same file...

    The displacement map is on the alpha channel of the tga file, use photoshop if you wanna have the displacement map on another file.

    Something you could try, I just know that, for UnrealEd4, you need to invert the Y axis in Xnormal (Change Y+ to Y-).. Dunno if it 'll change something..

  • Seldoon182
    • May 28, 2007 at 11:36 AM
    • #8

    I fixed my issue...

  • hessi
    • May 28, 2007 at 11:49 AM
    • #9

    then post how you did or this thread is useless D:

  • ifO
    • May 28, 2007 at 12:24 PM
    • #10

    Yes please tell, I will be experimenting with this kind of thing shortly.

  • Seldoon182
    • May 28, 2007 at 8:30 PM
    • #11
    Quote from hessi

    then post how you did or this thread is useless D:

    Oh sure !

    I found two way to fix my issue:

    - The first one was to change "Highest" to "None" for the Low model in the Baking menu properties.

    [Blocked Image: http://pix.nofrag.com/c6/9e/bff0baf7cd3421dd5fcd62f041c5.jpg]

    - The second one had highpoly sphere with messed up UV's I used to generate the normal map. So I just import my 'test_low.obj" from the rar file available here (with working uv's) into my "test_high.mud" scene... I rename it so I don't make a mistake when selecting it and have it in "Low resolution Mesh" box and rerender it.

    And the Normal map was working as hell !

    [Blocked Image: http://pix.nofrag.com/03/46/06ebe7d576a624e8af422e0babf0.jpg]

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