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I’m using max 2011. I export the model to mudbox using .fbx format and a get an error about non retained diagonals of the mesh.. And when i import into mud i get an error concerning uv and i get very poor performance.
What’s the problem?
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The diagonals warning isn’t an error, it’s just telling you that fbx doesn’t retain the triangulation that the original model had. That’s fine, Mudbox triangulates as it needs to when it displays the model (you can see it flipping at low resolutions), it’s not going to be a
problem. It’s just that if you reimport the model to max it might not have the same triangulation it did when you exported.
What is the UV error? Do your UVs cross the UV tile boundaries? That’s not good. And if they’re near the boundaries or each other that can cause problems too.
Attach a grab of the UV view to show us if you can.
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Robin,
Looks like my UVs weren’t good. Now after i tweaked them it’s OK, and i can easily sculpt at 4 600 000 polys. Before this was possible only at 1 150 000.
Thanks!!!
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