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I cant paint my maya mesh in mudbox (it also looks distorded in udk)

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    I cant paint my maya mesh in mudbox (it also looks distorded in udk)

    Hello, I am currently trying to make a gun ( Air rifle) for the UDK game engine but it isn't working... here is the problem. I make the mesh in Maya and its all going good, I then import send the mesh ( see pic for what the mesh looks like) to mudbox and get the error messages ( "incomplete set of UV's") ("UV faces crossing tile boundaries") ("high valence vertex") which I dont understand because my mesh is only made up of a few cubes and spheres and cylinders. I even get the face error message on the simple square body of the gun ( see pic) and I all did with the mesh was extrude it and adjust the edges and insert edge loop. this makes it so I cant apply a bump map/ pain the model and it also looks distorted in the UDK engine (see pic, it has a material applied to it in the pic) I'm very new to UDK/maya/mudbox and its really annoying me because I cant progress unless I get this problem fixed. ive looked everywhere online and cant see anything. ive even followed some online tutorials step by step and I still get these error messeges!






    #2
    You need to actually unwrap your UV's before you send to Mudbox, the error is because your UV's are wrong.
    The problem you have in UDK is because you don't have smoothing applied to the mesh, there are settings for that when you export from Maya along with settings for when you import to UDK.

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      #3
      Originally posted by darthviper107 View Post
      You need to actually unwrap your UV's before you send to Mudbox, the error is because your UV's are wrong.
      The problem you have in UDK is because you don't have smoothing applied to the mesh, there are settings for that when you export from Maya along with settings for when you import to UDK.
      Hey, thanks a lot for your answer it really helped. but what do you mean by "You need to actually unwrap your UV's before you send to Mudbox" how do I unwrap the UV's
      if you could guide me through step by step that would be cool, thanks!

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        #4
        UV's are a fundamental part of 3D, do any search for UV mapping

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          #5
          Hey, thanks again. I went to create UV's for and selected automatic mapping for quickness and it seems to be working but there is still one more thing! when I select bump map it wont paint on the gun at-all im not too bothered by this because I prefer to just use a diffuse paint lair and then use crazybump to make normal maps and apply them in the udk material thingy. This brings me on to another question! which is why my materials don't transfere from maya to udk I instead have to save paint layers in maya and apply them manually ( which doesn't save bump maps) before you ask, yes I paint in TGA format and export in TGA format and tick apply materials in both the maya export and udk import. its my first week with maya/udk so sorry for my noob questions!

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            #6
            Making a bump map out of a low-poly mesh won't really help you. Bump maps (normal maps) are used to add small detail to a low-poly mesh. If you don't have a high-poly mesh from which you bake the normal map, you're not doing anything at all. Also, the UDK uses the material editor which doesn't automatically import textures, so you'll have to plug those in manually.


            Sent from my iPhone using Tapatalk.

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              #7
              Originally posted by DinoSrdoc View Post
              Making a bump map out of a low-poly mesh won't really help you. Bump maps (normal maps) are used to add small detail to a low-poly mesh. If you don't have a high-poly mesh from which you bake the normal map, you're not doing anything at all.
              There are plenty of ways to create good quality normal maps without a high-poly mesh.

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                #8
                Originally posted by Graylord View Post
                There are plenty of ways to create good quality normal maps without a high-poly mesh.
                There are, but from what I've learned, it's the workflow of most people. Besides, it's good for simulating hard edges without using edge splits and/or extra edge loops.


                Sent from my iPhone using Tapatalk.

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