I know this has been asked most likely a million times but can anyone explain to me all the steps you have to go through to prepare a model in 3Ds Max (2010) to Mudbox (2009)? Whatever I'm doing from memory isn't working cause importing my OBJ files crashes Mudbox.
Milk and cookies,
-Zilk
Replies
Yes but aren't you supposed to reset xform and all that garbage?
And all that garbage.
go into animation hiarchey
transform/scale
reset pivot 0,0,0
make sure ALL quads
no 5 sided NO Tris
Also apply a relax modifier on top of it so all polys are equally spreaded .
"An unknown error has occurred while performing this operation. We are sorry for the inconvenience."
Well is that when you are importing or subdividing? If its when subdividing its definately the problem.
I usually export my OBJ out of max reimport into a fresh scene and check for any extra verts /tris or ngons anywhere on it.
also checking for subdividing is crucial
EDIT: Oh... found a screen of the exporter, make sure you tick of all the optimisation. I'm sure there was something else... I might figure it out during the day.
EDIT2: I usually use this one, cause it tends to more stable than max object exporter. http://www.guruware.at/main/index.html and download gwObjIO
When I have some crashes with other tools that support OBJ files but my mesh is so fucked up because of nGons I export only 1/2 or so to find the trouble spot. Usually I then notice that there are some dead vertex leftovers from the symmetry modifier (often nasty). Max2010 has some nice inspection shaders to highlight dead, isolated verts or other stuff that one would consider as bad geometry.
In any case installing updates might be worth a try, maybe there is a fix available.