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Bringing obj from zbrush into mudbox.
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  • Location: Los angeles
  • Total Posts: 448
  • Joined: 26 January 2007 11:55 AM

I have buddy who sculpted a mesh in zbrush.
we want to get the mesh into mudbox because hes been experiencing vertex reordering in zbrush.
its a nightmare.

i told him everything would be much easier in mudbox to do.
but the problem right now is.

when we export the highres sculpt from zbrush and the low res......
and then reimport the lowres into mudbox and then import the highres as a layer.
everything shoots off into space. execpt for the low level in mudbox.
can anyone help us get this model into Mudbox? with all the subdivision levels?
thank you.



visit http://www.wickedresin.com/shop/pc/viewcontent.asp?idpage=5
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  • oglu
  • Posted: 05 August 2009 09:03 PM

import lowres with clean uvs…
import highres…
bake a 32bit floating point displacementmap between them…
and displace the lowress with the “sculpt model using displacement” feature…



http://www.linkedin.com/pub/christoph-schaedl/6/558/73b

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You can also create some AUV or GUV in Zbrush

Export high and low res meshes with those UVs

Import the low res into Mudbox

Subdivide that mesh to the same level as the high Res in Zbrush.

Then do an Import UV (select the highRes from Zbrush ) command in Mudbox and select “Position” in the import options. Use a very small tolerance. It will depend how low based on how the UVs came out but something like 0.0001 perhaps.

This has worked for me.



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thanks guys we actually got this into Mudbox.
and its working great.
except that we are having a problem going back to Maya.
we imported a blend shape from Maya into mudbox using Import as alyer by UV position.
with a tolerance of .0001 and it working nearly perfectly.
but now when we export back to Maya to use the blend shape it wont work.
could it be possible that Mudbox could be changing vertex order?
we checked a couple of Vertex numbers and it seems to match.
so i dont know what would be causing this.
thanks.



visit http://www.wickedresin.com/shop/pc/viewcontent.asp?idpage=5
to see what 3d printing can do for you.

my personal website: http://www.stevenguevara.com

Core i7
Windows 7
24 gigs of RAM
Quadro 4000
Tesla c2070
3dsMax2013
Mudbox 2013

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What options in Maya obj import did you use? There are few. One way is correct.

BTW with Mudbox 2010 this issue will go away because of the .fbx format support.



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which is the one way that is correct?

Author: a3dcreator

Replied: 06 August 2009 10:35 AM  
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  • rimasson
  • Posted: 06 August 2009 08:18 AM

It seems that the vertice order changed

in Maya, Check at import that ‘create multiple objects” in unchecked in the Obj import options

or use the Mesh - Transfert attributes using Uvs space sample to transfert the new shape to the original one.



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thanks Rimmason i belive we have that unchecked like you said.
well have to try the other route you suggested.



visit http://www.wickedresin.com/shop/pc/viewcontent.asp?idpage=5
to see what 3d printing can do for you.

my personal website: http://www.stevenguevara.com

Core i7
Windows 7
24 gigs of RAM
Quadro 4000
Tesla c2070
3dsMax2013
Mudbox 2013

Replies: 0