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Sketchup model in mudbox
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  • Joined: 12 June 2011 08:12 AM

Hi There,

Again I have a mudbox-related question altough the question on itself is more of a conversion/file formatting issue rather than an issue with mudbox itself. However since getting a model made in SketchUp into mudbox is the goal I deemed this to be the right forum to post.

As you may have guessed by now, I’d like to import a SketchUp model into mudbox for sculpting and adding details. Many of you, more advanced users, will probably ask why I don’t make my models in 3ds max but in Sketchup. Well, that’s simply because Sketchup is very easy to block out some architecture, repeat some elements, it does in 50 clicks what takes 3ds max 150+ clicks (that, or I am being very inefficient with max). I wont ever try to use SU for a character but for buildings its absolutely great!

However even if exported into a .max or .obj file the vertices and edges are being put in the strangest of places. Sometimes there’s a clutter of 32+ vertices in one and the same spot, all with edges moving out from them in virtually all directions. The models display correctly in max, and in any renders I do but mudbox can’t work with these cluttered verts. Also the UV’s seem to cross tile borders (that is, one uv resides in more than one tile). To make things worse, SU exports (as far as I can tell) Tris not quads.

The only solution I figured is to retopologize the entire model in max, but this would mean I’d have to do some work double which is not at all efficient (and not a very nice prospect).

Therefore I would ask your help: is there any way to get a SU model into mudbox without relying on interefering in max (or, with the least amount of interfering in max).

Many Thanks in Advance,

Matthias Calis.



Replies: 1
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As you’ve figured out… you cant use sketch up models because they just wont have proper geometry for mudbox sculpting.

You’re correct, that retopology is needed, and that is the correct workflow. Yes its double the work, but it is required. Its required of even characters made from box models that get concept sculpted. Everything needs retopo these days.

Using sketchup seems like an advantage because of its architecturally friendly workflow, but if it forces you to do twice the work, then its not so much of an advantage.

I would either retopo, or simply build it with the topology in mind from the start.

However I think retopo is probably the easiest route, even tough it seems twice the work.

Author: A.Baroody

Replied: 01 January 2012 01:51 PM  
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Ok thanks for the swift reply, retopo it is then :)



Replies: 0