I'm having the same tired old problem I used to have, both with Mud and Zbrush. I'm trying to export a level 0 model from Mud to rig it and pose it in Maya, but when I export the posed obj from maya and try to import as layer in mud, there's always a vertex mismatch. It's Maya's fucking stupid obj import that screws up the vertex order I'm sure. No problems like this between Silo and Mud.
Can someone give me the correct obj settings in maya to get this to work?
Replies
and turn off "create multiple objects" , i guess this should solve it
but not sure
http://www.pixelcg.com/blog/?p=314
I've settled with using Zbrush's transpose for now. It's not ideal, but better than hand positioning verts in Silo
1. export high poly from mudbox or zbrush to maya
2. create a low poly base mesh with uv's
3. bake a displacement map in maya
4. import low poly into mudbox
5. subdivide enough times so that the mesh can hold all the displacement map detail
6. Use mudbox's "Sculpt using displacement Map" feature.
After this, you should have all your sculpting layers intact, and you can now easily switch between mudbox and maya.
So if you export your lowest subdivision for rigging at this point, when you re-import to Mudbox you can use the displacement map to restore all the level data.
Transpose might be a better solution, but if you had to do a lot of precise posing, I figured this might help.
I should mention that the models are initially for rapid prototyping. I've got around 60 to do in all (!) I think I might just model them "in pose" in future and cut out this stage altogether.
btw, if your model is topologically symmetric then you can pose it inside maya and still sculpt with symmetry on in mudbox by using tangent symmetry.