Maya – Mudbox workflow “User Error”
In response to user errors on Autodesk public forum (The AREA)
http://area.autodesk.com/index.php/forums/viewthread/25577/
I created this short video tutorial on how to Fix these render errors, and most importantly why it happened.
Enjoy!
The HD vr. can be found here
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June 3rd, 2009 at 9:06 pm
Hi, My problem is to do with exporting my mesh into mudbox. I created a body mesh from a curve, revolved the surface and converted to polygons. I finished my creature, created the UV’s and exported it as an obj. Anyway the mesh exports see through, so when I scroll around, I can see the back inside of the mesh only, ie its not a solid surface.
I tried just exporting a simple cube, and that came into mudbox fine and I can sculpt, so thats not the problem. I have also exported and reimported etc…
The only thing I did differently in creating this mesh to a normal extrude, is I created a curve and revolved a surface around. The legs and antenna that I extruded from this surface are solid in mudbox, the body and wings are transparent.
Hoping you can help me with this problem
Thanks
Tammy
June 3rd, 2009 at 9:48 pm
“I can see the back inside of the mesh”
That Means your Poly Normals are flipped.
In Maya check the Normals direction, and make sure that all of them are facing outwards
November 24th, 2009 at 5:10 pm
I am having trouble importing maya obj files into mudbox. I import the file and see the mesh. I can view the uv layout. I then start to subdivide the mesh from level 1 to level 2 and that works, then I subdivide from level 2 to level 3 and that works. Then when I try to subdivide from level 3 to level 4 and it says error and I can no manipulate the viewport or interact with my mesh. I then have to close mudbox and re-open it to start again. I can divide up to level 6 with the default meshes provided by mudbox(head, body, plane, sphere) but I can’t work on my projects that I want to bring into mudbox. I’m working between maya 2009 and mudbox 2009. Great work you got going here.
November 25th, 2009 at 8:46 am
Check you mesh for illegal geometry…n-sided faces..or even tris.
Make sure you have a clean mesh.
Watch my first videos when I show how to check for that
http://www.pixelcg.com/blog/?p=286
November 25th, 2009 at 5:57 pm
Thanks, I’ll check it out. I’m a student so this workflow process is new to me.
November 25th, 2009 at 7:44 pm
This video is very helpful. My question is on normal mapping. I have done followed the steps you laid out above to make sure the UVs are not hard. (I know it’s on displacement but I thought the problem would be similar) And I get a render that looks good. Only there are visible lines where the lower rez level 0 mesh is. These are lines where the low rez mesh edges meet between the polygons. Again, the low rez model with the high rez extraction normal map looks good detail and all. But I ssee the lines from the low rez mesh where the edges between the polygons are from the low rez mesh are. I am rendering in Maya and I have checked the maya derivative and smooth derivate options in mental ray. Thanks for the help. I have set to tangent space normals.
November 27th, 2009 at 12:10 pm
can you post an image or the file
thanks