Maya :: 2013 - Make Base Mesh For A Creature And Get It Into Mudbox?
Sep 27, 2013What is the best method to make a base mesh in maya for a creature and get it into mudbox?
View 2 RepliesWhat is the best method to make a base mesh in maya for a creature and get it into mudbox?
View 2 RepliesI’m using mud box 2013 and maya 2013, I’m trying to send a model/mesh through from maya to mud box by clicking the mesh and then file > send to mud box > send as new scene. This seems to work fine I get a little connected to mud box dialogue box in the bottom right corner and mud box begins to open, when it finally opens the scene inside of mud box is empty. Its as if its imported nothing.
View 1 Replies View RelatedI'm trying to import an autocad file into sap2000. The element i need to import has to be a solid. I know that sap2000 accepts elements called polygon mesh (i received a test file, and under properties of the object, that is what is said).
how to make a polygon mesh? what is the function called? I've tried MESH but i don't think its the same thing.
I thought they were supposed to appear when the Polygon shelf is selected? I don't see them. In fact, when I select different shelves the menu items on the right half of the task bar don't change at all. Is this normal?
This is Maya 2011 on Mac OS X Lion.
How to freeze the mesh based on a texture I want to use?
This video [URL]...... shows that you can right click on the texture paint layer and freeze the mesh based on a texture. However, when I right click on my paint layer it doesn't even give me the option to freeze anything.
I don't see anywhere else to freeze parts of the mesh based on texture.
I've got Mudbox 64 bit and every time I create a new mesh the texture seems flat (Image Included) I've recently upgraded my system from 32 bit to 64 bit, and I never had this happen with the 32 Bit.
View 1 Replies View RelatedSome tips on dealing with the heavy triangle mesh.
Use the mesh as reference to sculpt a new model
or
Get it simplified enough to turn into quads to subdivide
or ???
I'm trying to find a way to export my mesh to any programs that can convert my mesh to STL, preferably optimized like ZBrush is able to do.
However, in order for me to reach the desired detail amount in Mudbox I have to subdivide the mesh quite a lot and if I export the file as OBJ it is bigger than 2 GB.
If I try to import that model to ZBrush for instance it won't load because it doesn't support my amount of RAM. Is there any way at all to convert that big file to something more optimized or simply to STL without giving up on the amount of detail?
In other words, is there a proper way to use an extremely high-res Mudbox mesh for 3D printing?
have a little probelem with the send to Mudbox option. It producecs a Mesh with triangles while transfer. When i then update it back, it updates the same triangle mesh back to Max. Don't have the Problem with send to XSI or Motionbulder.
View 9 Replies View RelatedI just load a new mesh, start to pan or zooming and my mesh, dissapear!. So I unhide again, pan or zooming, and hide again.
View 4 Replies View RelatedI'm using Maya to render out a greyscale image TIFF 16bit for use in Mudbox as 'Sculpt Using displacement'. The background is set to 0.5 grey and rendered as TIFF 16 from Maya. However, when applied as a sculpt using 'displacement' in Mudbox, the mesh slightly inflates (or deflates actually) every so slightly.
Is the issue cuases by my mid grey from Maya , tiff format or something else ?
Is it possible to transfer pose bones(weights) from one Mudbox file to another to use them for another mesh? I can see that one can maybe use .fbx and Maya path but not everyone has Maya or a Maya user.
View 1 Replies View RelatedI've got a low poly mesh that looks great if sub-divided to level 3.
Is it possible to edit the mesh at level 1 while viewing the mesh sub-divided at level 3 - using Mudbox 2011 or 2012?
I've made a basic character model and rigged it with CAT, then added some detail onto it in ZBrush. After using GoZ to get it back into 3Ds Max I couldn't get the rig to work properly on the sculpted mesh.
I tried copy/pasting the skin modifier from one mesh to another, while both meshes were located at about the same place, however this results in my envelopes floating somewhere above my mesh, and thus screwing up the animation.
Any way to somehow get a sculpted mesh onto a prerigged one, or would I just have to rig it again? (Which would be horrible since I plan on using the base mesh to create several characters. So I'd have to rigg every single one of them all over again.
I'm trying to pose my character, for that I'm using Max. When I imported the new pose from the level 0 I load it as an import layer. And when I go to level 5, the mesh is broken. VertexID are the same, uvs. etc.
Mudbox 2012.
it is windows8 64 bits.i can't send anything to mudbox.The button is available,but when open mudbox ,there is nothing.
View 9 Replies View Relatedi'm desperately trying to export some curves from maya and import them in mudbox, but i can't get it working. i tried exporting .iges files from maya, because they are supposed to support curves, but mudbox won't import this kind of file. .fbx files don't work, because they do no support curves. How i could achieve importing curves to mudbox?
View 3 Replies View Relateddoes Mudbox support FBX with a Maya blendShape node? I have a face with hundreds of blend shapes on an active node in Maya, will Mudbox support this as FBX import? If so, are there some settings I need to be aware of?
View 3 Replies View RelatedWhat is the best way to start modeling a character (with image reference), in Maya or in Mudbox ?
View 2 Replies View Relatedhow to lay UVs for seperate objects into tiles so that when painting in Mudbox I can color each object without the color bleeding through UVs to other objects.
I tried resizing them within the UV space but this didn't work because I also need them to have a high resolution so I can get detail in Mudbox...
I basically want my UVS to look like they do in this picture...
[URL]
When i update in mudbox to maya the diffuse texture automatically flattens from the first image to the second. I cannot find a solution to stop it turning red.
View 2 Replies View RelatedI extract a displacement map from Mudbox 2012 that has just a simple sphere. Then in Maya 2012, I create a file node and try to load the displacement map. Maya crash.....
View 9 Replies View RelatedSent to Mudbox working fine and i can see all uvs and so on, however sent back to maya with UVS and textures giving me hard time, whatever i do it always send it to maya with black textures. I have 3 layers on normal,spec and diffue...
View 1 Replies View RelatedI am having an issue transferring an object I have sculpted in Mudbox, and trying to import it correctly to Maya. In Mudbox, both of my objects show up just fine (don't worry about the UV issue on the face). When I choose to 'send objects to Maya,' the objects display in a new scene, but the hair doesn't show up at all. In the Outliner, Maya displays an empty transform node titled 'hair,' but I can't get it to show up as a solid mesh within the scene.
Am I going to have to remodel the hair in mudbox again and just pray that the model will import to Maya without issues?
I have run into an issue relating to the differences in the way Mudbox and Maya subdivide meshes. My workflow for creating blend shapes is as follows:
1. Create base head mesh in Maya
2. Import base head mesh into Mudbox and subdivide to level 2
3. Create a Mudbox layer on top of base head mesh to sculpt each blend shape (e.g., browsMidUp)
4. For each blend shape, export the level 0 mesh to Maya for use as a blend shape on the base head mesh
Here is where it all falls apart.
When I smooth the blend shape in Maya (either by choosing smooth preview or by selecting Mesh>Smooth), the smoothed mesh in Maya differs from that in Mudbox. In the case of browsMidUp, the blend shape created in Mudbox only modified the brows. However, in Maya when the blend shape is smoothed the mouth opens up (i.e., the lips smooth differently in Maya than Mudbox, causing the mouth to open).
This is incredibly frustrating because I did not discover this problem until after I created approximately 35 blend shapes in Mudbox!I believe I can work around my current error. However, I would like to know how others approach the creation of blend shapes.Do you use Mudbox? If so, how do prevent issues associated with smoothing differences?
I'm having a problem with the transform of my model every time I import/export through maya and mudbox.
Basically every time I import a mesh from maya into mudbox then export to maya and back my mesh is shown smaller on the grid, I've done everything I can think of in Maya before exporting by centering the pivot, freezing transform, and deleting all history, but I still get the same result and my mesh just gets smaller and smaller?? I've also tried resizing it as well and get the same result.
I'm using maya 6.5 and mudbox 2011.
I'm on page 89 of online tutorial of making the character helmet, and when I try to select and move the pair of vertices at the base of the helmet, they become bright yellow, and all surrounding vertices become a gradually darkening shade of orange. What happens is, it moves all of the vertices around the ones I selected. In the image on the tutorial, only the selected vertices move. What should I do?
I've included a screenshot of the online tutorial, and I've also included screenshots of my own project, to better illustrate the problem I'm having.
when i rotate any part mesh is deformating, for example when i rotated with arms, mesh on legs was deformating..
[URL]
i have a rigged single mesh character, but now for a video games i need to separate mesh in submeshes. (For example i want to separate the right and left hands from the body). So how can we break the mesh without breaking the rig and the vertex skinning?
View 2 Replies View RelatedI would like to use the same bones to skin a mesh in two different ways. I would like the first weight map to handle how the mesh reacts to the influences' transltes and rotates, and a second map that handles how the mesh reacts to the influences' scale.
View 1 Replies View Relatedfrom what I understand, mesh cleanup fixes problems with bad geometry. but is there a function by which I can delete all edgeloops in a mesh that don't contribute to the shape? so Maya turns the mesh into as low rez as possible while retaining the shape....
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