Using 3ds Max with Mudbox - Part 1
Uploader Comments (3dsMaxHowTos)
All Comments (18)
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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.
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Great work Thank you!!Easy to follow and understandable, i was always intimidated by UVs, well not any more!
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@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?
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@mckelroy88 That won't be a problem at all. You can even turn the individual elements on and off inside of Mudbox.
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I was asking myself, Can I use a low poly UV mapping on a highly subdivided model in mudbox?
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@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! ;)
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@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.
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 9 months ago
@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 9 months ago
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 10 months ago
@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 10 months ago
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 1 year ago
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.
3dsMaxHowTos 1 year ago