Hey,
So I brought a basemesh into mudbox tonight, and I started having ridiculous slowdown issues. At first I thought it was an export error. But it's not. I started importing the basemesh part by part, (Head, body, etc). I imported the head, no problems. But as soon as I imported the body, the scene slows down ALOT. No idea why. I have no N-gons, no tri's, nothing.
Anyone know what would cause this? No, my system is not the problem. The basemesh is the only issue here.
Here are the wireframes. Nothing seems wrong at all. However, mudbox seems to have a hard time showing the wireframe in-program. In max, everything is fine, I can pop several turbosmooths without any issues.
*Edit* I brought it into Zbrush and I have no issues whatsoever. The problem truly lies within the body of the model, the head is fine. I've used a plugin that shows all tri's and ngons, and there are none. My basemesh is purely, and 100% only quads. What could be causing this issue? It's never happened to me before.
*Edit 2* After increasing the subdivision level to 4, everything seems to work out fine. Which is very, very strange. This sucks because I can't work on my lower rez mesh. Guess I'll have to do it in Zbrush. If anyone knows a solution for this, please, I'd greatly appreciate it!
By prophecies at 2010-03-16
By
prophecies at 2010-03-16
Replies
try to close the mesh... maybe its the borderedge...
and would it be possible to give us this file for check ?
i had some issues with mudbox once but they got fixed after all dependencies were installed properly.
latest dx, drivers, SP on OS .net stuff etc. etc.
also which version of mudbox you use?
I am using Mudbox 2010. I tried in 2009, same issue.
are the issues then still there?
is everything ok with the uvmapping?
have a look into the menu->tools->channel info
is vert alpha illum and color set to 0 and is only 1 mappingchannel active?
is this mapping channel filled with reasonable values, or shows it broken values. i.e. 0 num faces
If you have maya at hand, try exporting the obj from max to maya. I noticed recently that maya is extremely picky for obj import, and thats a good thing : it found an error (simply not opening the file at all!) that neither Max (even after STL check) nor Mudbox picked up, on a lowpoly I was working on. And after subdividing the faulty mesh in Mud a few times it eventually crashed. Once I found the error and fixed it it was all fine.
Hope this helps!!
In fact i have stopped exporting obj since fbx was available.
gwobj with mudbox settings and you still got the problem?
tried mudwalker?
Please upload if possible your model. I would love to help you troubleshoot it because it sounds weird
also an ages old way to see if your object really is fine except from the typical convert to editable mesh, and reveal any issues that might exist is to export as 3ds and bring it back again.