Added: 1 year ago
From: 3dsMaxHowTos
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  • I am curious if you have any tutorials for fixing T Mesh issues in Mudbox? I am trying to export wow characters using WoW Model Viewer and I consistently run into that and Valence 2 problems and am finding it hard to fix due to the sheer complexity of the models. I am using Mudbox and 3DS Max 2012.

  • @Dredgioncore2 No, sorry... the only tutorial I got on Mudbux is the one you've checked already. We're investigating having a dedicated Mudbox channel on its own but for the time being, we don't have enough manpower. Maybe by then we'd have more answers for you. Cheers.

  • Thank you so much for this tutorial. Mudbox is a wonderful tool I can add to my artwork. You saved me so much time with tons of workflow situations. Thank you.

  • Great work Thank you!!Easy to follow and understandable, i was always intimidated by UVs, well not any more!

  • Quick Question: should my custom model be one object in 3DS Max? or can i keep it as separate pieces? I specifically have a weapon model that is comprised of individual entities that can move freely. Will this be a problem if i try to texture it in Mudbox?

  • @mckelroy88 That won't be a problem at all. You can even turn the individual elements on and off inside of Mudbox.

  • @mckelroy88

    Not a problem at all, you can indeed export multiple objects from 3ds Max and process them in Mudbox where you can control their visibility. Just make sure that each object is unwrapped before you export the scene.

  • @3dsMaxHowTos a follow up question to the "exporting separate pieces in a mode?" since you can export multiple objects (all unwrapped of course) as one OBJ into MB, once done with MB, do all the object's maps come back to 3dsmax in one single map or separate maps for every object? like the example head, the separate objects for the eyes. yet in the demo (p3) i don't see them, not really sure what to do when bringing them back into 3dsMax. do they generate separate maps automatically?

  • I was asking myself, Can I use a low poly UV mapping on a highly subdivided model in mudbox?

  • with the direct one click link between mudbox and 3dsmax 2012 things are so much easier today. in any case, between max and mudbox FBX is preferable to .obj

  • @Pseftothodoros

    If you look at the description of this movie, it says it is recorded with 3ds Max 2011. At that time, one click link was not available and .obj was the better solution. If and when we decide to update this series, we'll do it in accordance to what is best with the current version.

  • @3dsMaxHowTos true, but if you also read carefully I said that things are so much easier *today*. that means that i recognize that this video is old, and i try to add some current info to your video for those visitors who want to know what is going on *today*. Also FBX was a much better choice even before 1 click. it has always been preferable since the 2K versions because it transfers textures as well. It would be great to update your How To videos, if and when you decide to! cheers! ;)

  • Actually, it's not a problem. What you do is go back to 3ds Max and do your Unwrap. It's important not to edit the geometry though. You then re-export to a new .obj file and then, in Mudbox, you go into the UV's tab and choose File > Import UVs. I believe you need to be on the base sculpting layer to do so. Once you've done that, you can go back up the sculpting layers to do more sculpting or start working on your paint layers. Hope this helps. Cheers.

  • @3dsMaxHowTos

    hi

    i encounterd a bit of problem.

    I did everything like in the video, but when i exported my high res. model from Mudbox 3ds max couldn' t inport it.

    It gives me an Export/Inport error saying it couldn't read the .OBJ file. Tryed it with .FBX and same thing happened:(

    could u give me a hint on the problem?

  • and what if i've done the low poly in max, passed to the mudbox, sculpted it but forgoten about the uv maps?? how do I put the recent uvmaps i've done into the sculpted mesh on mudbox??? please help me, and thanks

  • @osobermello simply export your current low res model (or use the original one) unwrap your low res model, import it to mudbox and bake your maps normally. if you use 2012 with the latest transfer maps and detail features things are even easier. OR export your hi res model to max, and bake it on the unwrapped low res model.

  • it sounds like the edge-to-edge seems are off for some reason, but I can't pinpoint it unless I take a look at your file. Send me a provate message and I'll try to help you. If you can post the file somewhere for me to download, I'll take a look at it.

  • Im modeling a human head... I started my model from the eye... the problem is that when i try to apply the strecher to where i want it allways streches from that eye... i cant get it to strech from where i edit my seams... it allways resets it to the eye... what do i do? ( around 2:50 in your video)

  • @SkinheadOiNS - I've had the same problem before. Appears to be some kind of bug with the pelt unwrapping feature. The way I've gotten around it is to remove the seams from around the eyes. Unwrap the head normally with eyes included, then use point to point seam to redraw the seam around the eye sockets. Select the polygons in the eyes and use expand selection to seams. Then use the pelt unwrap on eyes and that should fix the problem.

  • thanks very nice tutorial, I just started learning mudbox and you gave and idea hot it works. thanks

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