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headus 3D scans

Map not in 0-1 space?

 
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paul



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Joined: 10 May 2007

PostPosted: Mon May 12, 2008 1:11 pm    Post subject: Map not in 0-1 space? Reply with quote

Hi, a little niggle here I can't figure out what's going on.

Exported my obj to UVLayout, mapped it all, packed it using the default settings and exported back out. Upon generating a displacement via Mudbox, it skips because it's not in the -1.00:0.00-0.00:1.00 region (I presume). If, however I tell it to process multiple tiles it finds it in the 0.00:0.00-1.00:1.00 region. Am I right in thinking it's in the wrong (default) UV island? This has never happened before and my workflow is identical.

If this is a Mudbox issue and not a UVLayout one, I sincerely apologise!
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headus
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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Mon May 12, 2008 4:51 pm    Post subject: Reply with quote

I'm not familiar with Mudbox, but I can talk about UVLayout ... when using the Pack tool, it'll place everything into to 0 to 1 U and 0 to 1 V tile. If you pack into multiple tiles, then its goes 1 to 2, 2 to 3 etc.

The only time UVLayout places things into negative territory itself is when you have parts of the mesh that haven't been flattened (ie haven't been assigned UVs) and "Set All UVs on Save" is ticked in the Preferences. The polys that have no UVs are linear projected into the -1 to 0 U and 0 to 1 V tile.

Phil
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paul



Posts: 8
Joined: 10 May 2007

PostPosted: Tue May 13, 2008 7:50 am    Post subject: Reply with quote

Hey phil, thanks for your reply. The fact that we can jump on here get some help made buying UVLayout worthwhile in itself.

The issue was down to the shells being too close to the edge of the UV region, whilst not going into the next, it was obviously too close for it to like. Increasing the bleeding helped solve this. Probably a novice mistake, but thankfully it's solved.
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headus
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PostPosted: Tue May 13, 2008 7:41 pm    Post subject: Reply with quote

Excellent, that sounds like an issue with MudBox then, so I'm off the hook!

Phil
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paul



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Joined: 10 May 2007

PostPosted: Wed May 14, 2008 11:29 am    Post subject: Reply with quote

Just another quick word on this: Different mesh (simple head), even if I set my bleed to the maximum 20 Mudbox will think there's more than one UV region being used. However, simply exporting from UVLayout to Maya then exporting from Maya to Mudbox works fine.

Is there a setting in UVLayout I'm missing or is it doing something iffy on it's own?
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headus
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PostPosted: Wed May 14, 2008 6:27 pm    Post subject: Reply with quote

Are you running the latest version? I did fix a bug a while back where UVLayout was saving some extraneous UV coords into the exported OBJ files (ie UV coords not used by any polys), and Mudbox might be looking at all UV coords to work out tile usage. I did fix that bug though, so updating to the latest release might fix it.

Phil
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