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Mudbox: What is the best way to get a sculpt into max for rendering?
show user profile  mattymoose
So I made a pretty sweet mole guy in mudbox (guess what this is for).

I want to use him in a render, so I'm thinking that exporting a normal map is probably a waste of time. However when I exported a
displacement map and used it as a displacement map on the turbosmoothed base mesh in Max, it looks like shit. Does anyone have any tips for me on what might be going wrong and what the best way to accomplish this is?


read 1180 times
8/11/2009 2:27:34 PM (last edit: 8/11/2009 2:27:34 PM)
show user profile  s_purs
a render of how it looks from max? what renderer and what settings?
read 1170 times
8/11/2009 2:43:52 PM (last edit: 8/11/2009 2:43:52 PM)
show user profile  mattymoose
Here's the result from max (turbosmooth, 2 iterations, scanline, displacement map at 50 strength)
http://screencast.com/t/NwguQ9VB8pH

it looks like the entire surface is being given a global displacement in addition to the areas where its actually supposed to be displaced. So its 'puffy.' The fingers just didn't bake right, so if anyone has tips on how to deal with fiddly parts like that in Mudbox that would also be appreciated.


read 1162 times
8/11/2009 2:47:29 PM (last edit: 8/11/2009 2:49:13 PM)
show user profile  K-tonne
looks cool
first off i've not used mudbox in ages so can't remember allot about the extraction of disp or normal maps but here's a simple tutorial on it:http://area.autodesk.com/forum/autodesk-mudbox/my-tips-tutorials-workflows/displacement-map-extraction-basics/
there's also a couple of great tutorials by wayne robson there too if you can find them- i say a couple, i think he's done about 12 hours of tuts for mudbox so far in that series- you'll more than likely find what you're looking for
anyways, if you're dissilusioned by the disp/ nm route i'd suggest you export a low subD out as a place holder, work the scene around it (or whatever you're planning on doing) then when that's finished bring in the high poly
but then of course it'll not have any textures on it
if you mapped the low poly and imported it into mudbox and didn't create it from a primitive you can texture the low poly, do as above then apply the textures to the high poly and it'll be groovy
all depends on how high the high is- doesn't look more than 2 mill so you could get away with it for a still i reccon- depending on your system and max version i guess
the other option is to make a low poly cage if you've not already got one (maybe around a low subD of the sculpt) and bake the normals in max from the high poly- again all depends on how high the high and your pc/ max
looking groovy anyhows

[edit- about time there was another mudbox thread

Website and Portfolio

read 1158 times
8/11/2009 2:52:37 PM (last edit: 8/11/2009 3:02:55 PM)
show user profile  s_purs
im not sure, but could play about with the max global displacement settings, alot of the times ive known people having displacement problems are in that box- its normally set quite low and if the scale of your model is big then height of the displacement might be being limited by the global maxium. go to the render settings to find and change it
read 1132 times
8/11/2009 3:47:06 PM (last edit: 8/11/2009 3:47:06 PM)
show user profile  _3dioot
Look up "mudwalker".

GrtZ 3dioot
read 1120 times
8/11/2009 4:36:17 PM (last edit: 8/11/2009 4:36:17 PM)
show user profile  mattymoose
Thats for the replies, moderately useful - I ended up finding a tutorial, got it working, here's some sloppy texturing progress


I looked up mudwalker, was unable to find out what it does or whether its useful


read 1108 times
8/11/2009 5:12:02 PM (last edit: 8/11/2009 5:12:02 PM)
show user profile  Mashedpot8er
http://www.cgarena.com/freestuff/tutorials/mudbox/mudwalker-relight/intro.html


:)




Cad Monkey


read 1098 times
8/11/2009 5:59:57 PM (last edit: 8/11/2009 5:59:57 PM)
show user profile  markoid
Looking really good Matty.



read 1087 times
8/11/2009 7:16:43 PM (last edit: 8/11/2009 7:16:43 PM)
show user profile  Setherial
Retopology to a clean mesh
export at pretty low subdivisions to max (level 2 or something)
chop off the forearms
rework the model to make it a normal nice and clean max sculpt. Give him well sculpted hands/claws
export back to mudbox
add skin details where you must
export 32bit displacement map
render in max

PS: Is that texture rendered under white light? The colors look like he is crawling through a burning inferno. (and his expression confirms it :)
It reminds me of a model grotey did a while back, that was all blood and gore too, like a model from House of the Dead 2.


read 1066 times
8/12/2009 2:01:55 AM (last edit: 8/12/2009 8:50:39 AM)
show user profile  Erm Kahoff
Loving your work.

REGANART
REGOON



If everyone around you is panicking and you are calm, perhaps you haven't fully grasped the situation


read 1053 times
8/12/2009 3:05:21 AM (last edit: 8/12/2009 3:05:21 AM)
show user profile  mattymoose
Thanks for the compliments and crits, I'm moving this to my mft3 r6 thread. I think this is only the second time in the past 2 years I've actually completed a tourney entry so I'm pretty pleased.


read 1019 times
8/12/2009 11:28:21 AM (last edit: 8/12/2009 11:28:45 AM)
show user profile  superclutz
you got some skill matty. real nice work.
Photobucket

read 996 times
8/12/2009 8:35:31 PM (last edit: 8/12/2009 8:35:31 PM)
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