
The UVs would come in unmerged, e.g. not as connected shells but
each face it´s own seperate "island", and would even have the occasional
random face flipped, even thought they appeared to be layed out correctly
inside the XSI Texture Editor and rendered correctly using a checkerboard tx.
The workaround was to not use *.fbx as the transfer container but
resort to *.obj which resulted in the UVset being correctly transfered
over, including the shells.
I therefor suspect the *.fbx container as part of the "Send to" command as
the possible source of your problem.
Cheers,
tim
P.S: Just welding UVs based on threshold in, let´s say Maya, doesn´t help,
due to the randomly flipped faces.
On 16.11.2011 05:42, Sam Bowling wrote:
> Thinking more about the problem, I have only seen it on this one object, which was originally created in LightWave and then imported into Softimage. So, the problem may have
> originated during the import from lightwave or somewhere else. This is the same object that had the “Interior vertex Valence” problem.
> Anyway, the best way to check if the problem is there is to paint on the object. I only painted 3 lines on the object below and this is the result I got. This will not show up as a
> problem if you are sculpting, at least on my object. It is odd that this only shows up on the half of the mesh that I mirrored.
> MudUVerrSM
> *From:* jo benayoun <mailto:joben...@gmail.com>
> *Sent:* Tuesday, November 15, 2011 2:50 PM
> *To:* soft...@listproc.autodesk.com <mailto:soft...@listproc.autodesk.com>
> *Subject:* Re: Send to Mudbox UV errors
I found a flaw using XSI2012 and Mudbox2012 in the way
the UVs created using Unfold ended up in Mudbox.
The UVs would come in unmerged, e.g. not as connected shells but
each face it´s own seperate "island", and would even have the occasional
random face flipped, even thought they appeared to be layed out correctly
inside the XSI Texture Editor and rendered correctly using a checkerboard tx.
The workaround was to not use *.fbx as the transfer container but
resort to *.obj which resulted in the UVset being correctly transfered
over, including the shells.
I therefor suspect the *.fbx container as part of the "Send to" command as
the possible source of your problem.
Cheers,
tim
P.S: Just welding UVs based on threshold in, let´s say Maya, doesn´t help,
due to the randomly flipped faces.
On 16.11.2011 05:42, Sam Bowling wrote:
Thinking more about the problem, I have only seen it on this one object, which was originally created in LightWave and then imported into Softimage. So, the problem may haveMudUVerrSM
originated during the import from lightwave or somewhere else. This is the same object that had the “Interior vertex Valence” problem.
Anyway, the best way to check if the problem is there is to paint on the object. I only painted 3 lines on the object below and this is the result I got. This will not show up as a
problem if you are sculpting, at least on my object. It is odd that this only shows up on the half of the mesh that I mirrored.
*From:* jo benayoun <mailto:joben...@gmail.com>
*Sent:* Tuesday, November 15, 2011 2:50 PM
*To:* soft...@listproc.autodesk.com <mailto:softimage@listproc.autodesk.com>
*Subject:* Re: Send to Mudbox UV errors
Hi Sam,
I often use Mudbox coupled or not to Softimage and never got that problem. I tried to reproduce it from indications you provide, but unsuccessfully. I'm quite interested by
preventing myself for the future about something like this. Are you able to provide a sample scene that reproduce the errors, or exact steps ? Which version of Mudbox/Softimage do
you use ?
thanks
jo
might be the same root problem, the individual faces
seem to be exported as isolate faces, e.g. several
UVs per vertex even thought one would desire to have
only 1 UV where vertices align on top of each other in
the UV space to form a shell.
One can´t smooth, because it´s no shell but separate faces...
Cheers,
tim
P.S: On an unrelated note, I mistakenly switched off "smooth UVs"
once inside Mudbox. Loads of grief and learning it the hard way...
On 16.11.2011 10:42, Steffen Dünner wrote:
> I noticed another flaw in the Softimage -> FBX -> Mudbox workflow.
> Most of the time I use smoothed UVs. This works fine when I import OBJs into Mudbox, you can see the smoothing in the Mudbox UV view and the exported maps match Softimage's own UV
> smoothing perfectly (as well as mental ray's and Arnold's).
> When I import FBX or use the "Send to Mudbox" button (which uses FBX internally as well), UVs don't get smoothed, no matter what I set the Mudbox subdivision options to. They stay
> linear.
> And on top of this, depending on the topology of the mesh there often is no edge bleeding on these FBXs while the same topology imported as OBJ is all fine.
>
> Cheers
> Steffen
>
>
> 2011/11/16 Tim Leydecker <baue...@gmx.de <mailto:baue...@gmx.de>>
>
> I found a flaw using XSI2012 and Mudbox2012 in the way
> the UVs created using Unfold ended up in Mudbox.
>
> The UVs would come in unmerged, e.g. not as connected shells but
> each face it´s own seperate "island", and would even have the occasional
> random face flipped, even thought they appeared to be layed out correctly
> inside the XSI Texture Editor and rendered correctly using a checkerboard tx.
>
> The workaround was to not use *.fbx as the transfer container but
> resort to *.obj which resulted in the UVset being correctly transfered
> over, including the shells.
>
> I therefor suspect the *.fbx container as part of the "Send to" command as
> the possible source of your problem.
>
> Cheers,
>
> tim
>
> P.S: Just welding UVs based on threshold in, let´s say Maya, doesn´t help,
> due to the randomly flipped faces.
>
>
> On 16.11.2011 05:42, Sam Bowling wrote:
>
> Thinking more about the problem, I have only seen it on this one object, which was originally created in LightWave and then imported into Softimage. So, the problem may have
> originated during the import from lightwave or somewhere else. This is the same object that had the “Interior vertex Valence” problem.
> Anyway, the best way to check if the problem is there is to paint on the object. I only painted 3 lines on the object below and this is the result I got. This will not show
> up as a
> problem if you are sculpting, at least on my object. It is odd that this only shows up on the half of the mesh that I mirrored.
> MudUVerrSM
> *From:* jo benayoun <mailto:joben...@gmail.com <mailto:joben...@gmail.com>>
> *Sent:* Tuesday, November 15, 2011 2:50 PM
> *To:* soft...@listproc.autodesk. com <mailto:soft...@listproc.autodesk.com> <mailto:softimage@listproc. autodesk.com <mailto:soft...@listproc.autodesk.com>>
seem to be exported as isolate faces, e.g. several
UVs per vertex even thought one would desire to have
only 1 UV where vertices align on top of each other in
the UV space to form a shell.
The pipeline required Maya 2011 assets, which comes
with an older version of the *.fbx implementation,
compared to Softimage2012 and Mudbox2012.
I tried exporting an *.fbx from Softimage2012 into Maya 2011,
then re-exporting that *.fbx to Mudbox2012 but couldn´t automagically
get rid of flipped faces introduced through export from Softimage2012
to *.fbx, once they where incorrectly flipped, they kept being flipped,
althought that merging UVs by distance threshold in Maya would work,
those shells had random faces flipped and proved too time-consuming
(while possible) to manually flip indivually, then merge back into the shell.
It was faster to resort to *.obj for transfer to Mudbox, export to *.obj,
import and then conform to asset requirements inside Maya, like re-transfering
a second UV map, checking for the correct scale, freezing history, shaders,.etc
*.obj export only supports one shell, Softimage will export the first it finds,
it´s therefor helpful to just nuke all the ones but the one that should come over :-)
Cheers,
tim
On 16.11.2011 10:57, Steffen Dünner wrote:
> Yes, this sound plausible. Do you know if this only happens to Softimage exported FBX files or if it is a problem with all FBX?
>
> Cheers
> Steffen
>
>
> 2011/11/16 Tim Leydecker <baue...@gmx.de <mailto:baue...@gmx.de>>