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Exporting levels into Mudbox from other Applications....
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  • BPCJr
  • Posted: 21 January 2007 10:01 AM
  • Total Posts: 37
  • Joined: 30 September 2006 09:22 AM

Just wondering how you would export subdivision levels from other applications (such as Silo or ZBrush ect.). I know this is possible, but I just do not know how to do it. I would like to take an existing project that I was using ZB for in to Mudbox and still have all the Subdivision levels there for me. Anyone know about this? Thanks for your help.



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  • eldee
  • Posted: 21 January 2007 10:18 AM

One method would be to export the model at each subdivision level and import it into mudbox as a level. Then when you get to the really high poly stuff you can just do a displacement from say.. Lv 5 to Lv6 or whatever.



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If the object has UVs, just:

1. export the lowres and the highres from Zbrush

2. import the lowres and subdivide to the same level

3. Import As Layer *by UVs* the highres that was exported from Zbrush

When you step down, you’ll notice, the levels below the highest adapt to the imported changes.



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amazing, thanks!



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  • danjay
  • Posted: 30 January 2007 04:26 PM

The first time I tried it, it didn’t work. I got lots of little dinks and pockmarks all over the model when I imported in the high level mesh. So, I went back to Zbrush and exported out all five levels one at a time. Then, I went back to Mudbox and followed the same steps for each level going from low to high. That time it worked. There were still some small imperfections but not so many that I couldn’t smooth them out. I’m almost bummed that this is working so well. I was just getting the hang of Zbrush!



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  • wessau
  • Posted: 06 February 2007 12:08 PM

Any suggestions on the reverse? We’ve got guys modeling in mud but we need to take them back into Zbrush to texture and paint them.

-wes.



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  • Sinistral
  • Posted: 07 February 2007 10:11 AM

wessau,

To take your Mudbox sculpt into ZB export the highest level and import into ZB.  Under the tool / geometry tab use reconstruct subdiv.  Keep going down each level and using the reconstruct tool till you match your base Mudbox file.  Your vert ID’s won’t match anymore and there can be some slight offsets but it’s about 99% accurate depending on the nature of your mesh.  If the offsets are too much for me I just fix it back in Maya and then import the OBJ back into ZB.  This has worked well for finalizing my sculpts with a few tools that Mudbox doesn



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  • wessau
  • Posted: 07 February 2007 10:24 AM

Great, thanks.:)

I’d still be interested in any more techniques if they’re out there.

-wes.



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  • msoon2k
  • Posted: 07 February 2007 11:46 AM

i tried to import layers via uvs..but mudbox says that the object has to be all quads .. Grrr.



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  • Nilx
  • Posted: 08 February 2007 10:39 AM

[font=\"verdana\"]since the biggest hurdle here is probably reordering of verts. this might be worth a try

from the help :

Vertices | Reorder

Use this command to reorder vertices that have been changed by another 3D modeling program. Some 3D modeling programs don’t seem to care what order the vertices of a model are in and will reorder them without mentioning a thing to you. As a result, when you try to use the resulting model as a morph target the model explodes!  To avoid this, load the model that’s been edited with the ill behaved 3D program, select the Reorder option and specify the original model in the file dialog box.  UVMapper Professional will reorder the vertices in the currently loaded model based on the specified model so that it can once again be used as a morph target, etc.  If you’re getting a message that says “Incompatible Facet Structure” use the “Generate Report...” option under the file menu to compare the two models to see what the problem could be.

http://www.uvmapper.com/index.html[/font]



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