I have a blade like model that I want to bring into Mudbox to do some practice sculpting on but it seems it doesn't support smoothing groups on the import. everything I bring in from 3ds max looks like the smoothing info was reset, even when I checked smoothing groups in the .obj/.fbx exporter window. Anyone experienced this and have a solution?
Also: when I imported a FBX model into mudbox and I got some sort of error that said something about turned edges. Anyone know anything about that?
Inb4 ZBrush.
Replies
What It looks like once I get it in Mundbox:
That's incredibly helpful. Thank you.
anyone know what causes this? I tried using the same method I did for the weapon on a simple cube primitive and and got it to work....
Catmull-Clark is one type of subdivision surface algorithm. ( http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface )
From the error message you posted it sounds like mudbox is trying to do the reverse of this algorithm to calculate the lowest mesh before subdivision.
The error could have been caused by you subdividing using something other than catmull clark.
Or you used catmull clark but with some strange settings to do with the smoothing groups and its thrown off mudbox.
Or editing the topology after subdividing.
I don't have max installed to check but perhaps try using turbosmooth instead of mesh smooth of vice verse.
import the low version from max and do your baking...
My advice would be to keep trying, there might be something obvious missing. Good luck!
That might work a bit better.
I used either (i forget which) subdivide surfaces in the edit poly modifier or the mesh smooth modifier. I was under the impression they all did the same thing?
@sprunghunt
Could you explain how to do this and what the advantages would be?
Here's a video that shows how to do this.
[ame="http://www.youtube.com/watch?v=kaywFGHpe4M"]Mudbox Import as Layer - YouTube[/ame]
It probably won't care so much about the precise topology of the mesh