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Add New Subdivision Level

Increases the resolution of the model by subdividing each polygonal face into four smaller faces. As a result, the number of faces quadruples each time you subdivide.

Select Add New Subdivision Level > (Windows and Linux) or Add New Subdivision Level Options (Mac OS X) to open the Subdivision Options window. Options include:

Smooth Positions

When on (default), applies a global smoothing operation to vertices on the model each time it is subdivided (based on a Catmull-Clark algorithm).

Subdivide UVs

When on, subdivides the model’s UV texture coordinates for each subdivision operation. When off (default), subdivision levels higher than Level 0 do not have UVs applied until they are required. For example, UVs are applied to a higher level when you paint on the model. The default is off.

Smooth UVs

When on, applies global smoothing to the model’s UV texture coordinates each time it is subdivided. Smoothing UVs is useful if the model will be rendered as a subdivision surface model in another application that supports a similar UV smoothing algorithm as Mudbox. Off by default.

Note Smooth UVs changed as of Mudbox 2010 so that smoothing only occurs for UVs on the interior of a UV shell and not along its border edges. If you need the older pre-2010 method where all UVs are smoothed, the Mudbox 2009 UV smoothing behavior is still accessible using an environment variable. See MUDBOX2009_SUBDIVIDE_SMOOTH_UV in Environment variables.
Step Level Up

Displays the next higher subdivision level, if one currently exists.

Step Level Down

Displays the next lower subdivision level, if one currently exists.

Delete Highest Level

Removes the highest subdivision level from the active model.

Rebuild Subdivision Levels

For use on imported, high resolution meshes that were Catmull-Clark subdivided in other applications. Recreates lower subdivision levels for the active mesh. See also Rebuild subdivision levels for an imported mesh.

Note

This option works only on surfaces that have not yet been subdivided in Mudbox. If you import a high-res mesh, you must recreate the lower subdivision levels before you subdivide further in Mudbox. Mudbox can un-subdivide only to the lowest level that is all quads.

Recreate Level UVs

Creates UVs for the currently active subdivision level by interpolating the model's UVs at the base level (level 0), only if UVs exist at the base level.

Set Topological Axis

Calculates and stores the topological center of a topologically symmetrical model (based on your selection of two faces straddling the center line). Setting the topological axis is required for using layer symmetry or if you want to mirror sculpting on a model that is topologically symmetrical, but posed asymmetrically. Sculpt using symmetry.

Transfer Details

Transfers high frequency sculpting detail, joint weighting, and sculpt layers from a high resolution mesh (the source) to a mesh with different topology (the target). See Transfer sculpt detail.

Validate Meshes

Scans all meshes in the scene for potential problems.

By default, the Validate meshes on import preference is on and Mudbox automatically scans FBX or OBJ meshes for potential problems on import, before you invest any time sculpting or painting. If you have turned this preference off, selecting Mesh > Validate Meshes lets you run the scan manually.

Create UVs

Automatically creates UVs for any mesh. Depending on your mesh, the following can occur:

  • If the mesh has no existing UVs, Mudbox creates UVs for the mesh on Level 0, and recreates UVs for any other levels.
  • If the mesh has existing UVs, a dialog box appears letting you choose whether to Replace Existing UVs or cancel the operation.
  • If the mesh is set up for PTEX painting, you cannot automatically create UVs, and a temporary message appears to indicate no changes are made.
PTEX Setup

Opens the How to Prepare Your Mesh for PTEX window, the PTEX Setup window, or both. See also Prepare a model for PTEX painting.

Flatten to UV Space

Produces a flattened copy of the 3D model. Vertices on the flattened version are repositioned to match the UV texture coordinate positions of the original model to allow texture painting or basic UV editing. The original version still exists and is made temporarily invisible. Hotkey: Alt + T.

Unflatten From UV Space

Deletes a model previously flattened by Flatten to UV Space and restores the display of the original model. Hotkey: Alt + T.

Related topics

Increase a model’s resolution