View Full Version : Mudbox -> Retop -> Mudbox
Draxxuss
11-08-2009, 02:22 PM
hey guys.
I've been searching for a decent step by step workflow for the 3dsMax / Mudbox pipeline.
Model in max,
Sculpt in Mudbox,
export med/high res to max and Retopologize,
unwrap new Retop mesh,
Import to Mudbox,
And that is about where it falls apart on me...
any help would be appreciated.
If you bake a displacement map in Mudbox, from the original high or medium resolution mesh to the newly retopolized mesh, you can apply that baked displacement map to the retopo'ed mesh.
So you get all your sculpted detail back.
It's not the most efficient way of working, and you'll have to clean up quite a bit (especially in narrow spaces like armpits, eyelids, etc...), but it does the job.
Mind you, I haven't done this since the initial release of Mudbox 2k9. Could be Autodesk changed the workflow for that.
Draxxuss
11-08-2009, 04:10 PM
so if you bake a displacement map initially... doesn't that mean you need to have the original sculpted mesh unwrapped? er.. or maybe I'm not understanding.. this is what I mean.. it would be nice to have a step by step for this type of workflow as I haven't really seen anything that is perfectly clear.
Ok, sorry. I misread a bit (I do that sometimes :paper: ).
This workflow is for when you're dealing with a retopo in the middle of your pipeline! Like when you've sketched out of a box or sphere and want to take it further, but you're not done with the mesh just yet.
So in that regard, I'll pick up from where you left.
1. Open up your retopo'ed and unwrapped mesh in a new Mudbox scene.
2. Import your sculpted mesh in that same scene.
3. Bake a über high-res displacement map from the sculpted mesh on to the retopo mesh (same workflow as a normal map). And use a 32bit displacement, which will give you the most accurate results.
So you're baking FROM your high res mesh TO your retopo'd mesh (2 different meshes). Just like in xNormal, and not like in Zbrush where you use the same mesh to bake from.
4. Apply that displacement map on the retopo'ed mesh (I think it was called "Displacement" or something, it's a seperate menu) and pick a target resolution and the baked out displacement map.
5. Let Mudbox do some cooking. Depending on the target resolution you picked, it will subdivide your retopo'ed mesh and displace the subdivided polygons based on that map you baked in step 3.
6. Now you have recaptured your detail on your retopolized mesh.
7. Clean up on some parts, as the displacement operation within Mudbox isn't always that accurate. At least not the times I've dabbled with it.
If you're talking about normal map generation and such the same steps should apply except for the "displacement" operation.
8. Want to take it further? Start painting on your mesh. :)
Draxxuss
11-08-2009, 05:43 PM
Thanks Maph.
However, I just figured it out with a few test spheres... it was bugging the heck out of me.
This at least will help those that aren't sure. I will see about making a more in depth video tutorial.
Elcura
11-09-2009, 07:31 AM
Anyway that this workflow can relate/translate to zbrush? I'd be interesting in seeing that much, though the limitations on zbrush (in terms of projection) are really annoying.
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