Onto the buildings

I’m running into a similar issue with mudbox again, but this time with the buildings. Basically, I select one building in Maya to export as fbx into mudbox. When I open the file in mudbox, the entire scene is there.

Looking at all the buildings in the scene, I only need to sculpt and texture five building shapes that can be used repeatedly. This saves time trying to sculpt and texture the same buildings twice.

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Onto the buildings

It worked!

Well, kind of. The second time round, I received an error message in unreal stating that the heightmap should be in greyscale, so I amended the image in photoshop.

Once that was done, I had no error messages at all. However, the mesh generated was distorted and bumpy. I had to smooth everything out and re-size it so I could place it on top of the mountain.

pic_luminance

It worked!

Running into Issues

Now, I’m having trouble trying to import the grass steps as a mesh into mudbox in order to paint textures. I get all sorts of warning message about degenerated faces or too many edges. I look up all the error messages and try to fix them by using the clean up tools in Maya and correcting the UV layout.

I am going to keep trying to correct the mesh, but if it doesn’t work out I will need to try something else.

Running into Issues

Forefront: Foliage tool

Another tool that came with the unreal update is the procedural foliage tool, which is designed to allow rapid painting of hundreds of meshes onto a surface with randomized ranges for scale, orientation etc. The other advantage that the foliage system offers is that it uses instanced static meshes, which are automatically grouped into clusters, saving rendering time.

https://docs.unrealengine.com/latest/images/Engine/OpenWorldTools/ProceduralFoliage/QuickStart/T_PF_QS_Final_Product.jpg

As the surrounding Machu Picchu is surrounded by trees and foliage, I would like to try and learn how to use this tool.

Forefront: Foliage tool