Mudbox :: Using Extremely High-res Mesh For 3D Printing?
Mar 8, 2013
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?
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.
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.
I've been trying out making an alien character in mudbox.
When I have textured a multi tile uv layout for the character and saved, I come back the next day to work on the file and the UV's look like the attached file - the image for uv 0,2 is the same as for 0,1 and 0,3, the tiling worked fine while I was painting though. Is this a bug or is it something I'm doing/incorrect setup/etc. I'm using the standard install with its default settings.
I would like to have a model with a high poly count to work on, my model is 2mil polys at the moment, if I try to divide to 8 mil the app really slows down, Is there a way to get mudbox to handle more polys smoothly, I'm running 64bit Mudbox 2013 with 6gig of RAM and a 1Gig video card (ATI Radeon HD 5700). In an ideal world I'd like to go to 32 mil polys to take advantage of the 4k maps I'll be outputting - am I aiming too high with this spec? I'd like to get some nice close ups of this char and render out at 1080p if possible
I’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.
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.
I'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.
i have an image that is 28' wide by 60' high. i have to tile print it, but i have to print it out on film (see thru acetate). it has to be able to print at 1400 dpi. i know how to print at 1400 dpi on adobe photoshop, but i dont know how to tile print on that program. i have the image now in illusrtator, because it lets me tile, but i cant get it to print out for film (1400 dpi). im using a epson 1280 printer.
i really need to be able to tile print this in high resolution on film. anyone know what i can do??
I was modeling a unicorn in ZBrush (because it's so comfortable and intuitive with modeling) for a film in a project of my studies and imported it to 3ds Max then, because I know how to rig and animate there (and in ZBrush I didn't even find out how to MOVE an object).
After a while I finally killed all the triangles in my mesh, but it's just... horrible. So many polys where they aren't needed, so unclean. It looks like this:
I'm trying to prepare an advertising piece and I'm trying to print out a mockup from my HP color laser jet. My question is, how can I get the printout to appear as it does on the computer screen, whenever I print it out now the resolution is really low and fuzzy. I want it (it least the text and other computer generated material like boxes, e.g. anything but pictures) to appear very sharp.
We have created a complex Inventor drawing (Inventor 2013) of a very large plant item which we need to print at about 2AO to put up on a wall for training use. We want to create a high resolution PDF file of the drawing first and then print the PDF having checked the quality and resolution in Acrobat Reader.
We have tried exporting to PDF but we found that the colour shaded fills, behind the lines, are too compressed and the resolution very poor. We tried increasing the paper size but this did not work.We have tried creating a plot file by printing to file using the driver of a large roll feed plotter and then creating a PDF from the resulting file. This was a little more successful but still a long way short of the resolution or line quality we require. When you zoom in the curved lines are very jagged and the colour fill still not good.
We tried printing to a generic Postscript driver but this was even worse as we didn't have enough control over paper size or resolution.
exporting my CorelDrawX6 files as a high quality jpg for large scale printing purposes. In X4 it was very easy - just export as usual to the highest quality cmyk jpg and open in Photo Paint... now when I export this way it takes forever to bring up the preview page and most of the time it ends up being blank. Sometimes even crashes. I have played with all options in the filter dialog menu that I can find but nothing works. Thought it might be a file size problem but never had that problem in X4 and anything under 200dpi will not be high enough quality.
How do I show high level walkways and balconies (in dashed outline) on the ground floor plan in a high volume space?
Obviously I can turn the first floor RCP on in the view and manually draw the information, but I assume these lines won't move if the walkways above move (or am I wrong?). Also this seems slightly wrong given the amount of automation available.
I have an assembly that has somewhere a hole with a round bar that exactly fits in this hole. But when meshing the assembly, the mesh of the hole and the mesh of the bar are different.
The result is that the different parts do only seem to touch each other at the edges of the mesh, resulting in high stresses.
See picture.
I tried to made a derived part from the assembly, but that one does not finish meshing. After 48 hours, the progress bar is still half way. While the one above did finish in about 15 minutes. What can I do to make the meshes match?
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?
I am trying to import photos from my computer to Photoshop elements 11. It has imported most but wont import some as "file quality is too high". How do I get around this? Do I have to downgrade the quality of my photos? To do editing wouldn't you want the best quality photos to start off with?
photoshop has been unusable ever since ive installed, and reinstalled. when i load an image all these weird lines form and there is no apparent way to get rid of them. Is there a patch for this, or any other method to solve it?
I've been using 3DS Max 2013 on a Win7 PC and my current project has some extremely heavy scene files. I know about layers, meshsmooth render iterations, and all the basic techniques, but despite all that, Max's viewport has always ran extremely slow. recently my boss gave me a new (extremely more powerful) PC, only thing is, it runs Max the same, if not worse, and I don't know what to tell him.
By all means this is a much faster and more powerful PC but it runs 3DS Max horribly.
Same system... CS6 runs perfectly fine, close it, then load CC, not even workable. Close CC and reload CS6 and it runs fine...
Is CC really that much more hardware dependent? I feel like the issue is software related and has nothing to do with my machine... My Machine isn't some kind of powerhouse, but it does have 8gb of ram, and again, no real issues with CS6...
So, I purchased CS6 when it was released and have been dealing with it's ridiculous speed ever since. It's gotten to the point where I can't tolerate it and can get no work done inside of it.
Basically, the main issue is the menu bar. I'll click on File or Image and have to wait at least 5 seconds for the menu to drop down. In the layer pallette I'll go to Alt Drag a layer and it'll freeze for a good 5-10 seconds, then reset and let me drag at will. Until I want to do another layer...then it does it all over again. Brushing occasionally becomes painfully slow and delayed. I used CS4 for years and never had these problems on the same computer. I work with extremely large files and am only having trouble with them after upgrading to CS6.
I'm running on Vista, yes I know. 6GB of Ram, so that should not be the issue. I do plan on purchasing a Mac in the next few months, but really need this problem sorted out Asap. I've googled endlessly and cannot find anything that works. I've changed drawing mode to Basic, disabled OpenGL, seemingly all of the obvious fixes, that haven't worked.
Ok, so I have been using Gimp for around a year now, I love it! Have never had any problems... until now. Ramdomly enough it has decided to stop working for me. On start up it takes alot longer than usual... 20 - 30 mins longer than usual! The start up splash screen freezes, along with the rest of my desktop. I always run it with nothing else running so I don't think there's anything conflicting there.
My windows updates are fully up to date, along with drivers etc. This really frustrates me because as I said, I have been running Gimp for almost a year without a single glitch.
I have also tried uninstall/reinstall, tried running the older build. If I do by some miracle get it to run, its extremely slow, freezes during simple tasks. Specs below -
OS MS Windows Vista Home Basic 32-bit SP2 CPU Intel Celeron T1600 @ 1.66GHz16 °C Merom 65nm Technology RAM 1.00 GB Single-Channel DDR2 @ 332MHz (5-5-5-15) Motherboard Hewlett-Packard 3612 (CPU)57 °C Graphics LP156WH1-TLA1 (1366x768@60Hz) Mobile Intel® 4 Series Express Chipset Family Mobile Intel® 4 Series Express Chipset Family Hard Drives 156GB Seagate ST9160310AS ATA Device (SATA)48 °C Optical Drives HL-DT-ST DVDRAM GSA-T50L ATA Device Audio Conexant High Definition SmartAudio 221
I just started testing the new premiere CC as a replacement for the Pro5.5.
Most of my clips are AVCHD from the dreadful Panasonic 130 / 160 cams.
Although the new premiere works well as far as handling these clips (surely better then CS6 with the BUG) , when I try to export to mpg2 DVD … well …. Trees grow faster.
For some reason the premiere cs5.5 does it faster, way faster than the CC. The CUDA engine is active in both cases, but has no visible effect on speed. The computer I am using has the I7 6 cores dual threads, 32 GB memory, SSD for system disk and GTX570 for GPU
I use actions for my photograpy images. I use CS6 PS and LR3 side by side and it continuously freeze my brand new mac and also did the same to my old PC.
A computer annaylist friend said it may be the way i use PS - I cant see that to be honest as all I do is open the raw image - run an action and then save it back to LR. But then saying that after speaking with other photog friends - they tell me they dont have a problem when they do the same.