Import and export objects with creasing and hard edges

 
 
 

Using FBX, you can import objects with hard edges and creases modeled in other applications such as 3ds Max (smoothing groups) and Maya (edge and vertex creasing, partial creasing).

This lets you continue work with the model in Mudbox, while preserving the appearance of hard surfaces and features like sharp edges.

To import, work with, and export objects with edges

  1. Export the object from your modeling software (for example, 3ds Max or Maya), ensuring that you have set the FBX options you want.
    NoteWhen exporting models with creasing information from Maya, ensure that Smooth Mesh Preview is active in Maya before you export, and turn on Smooth Mesh (under Geometry) in the FBX export options.
  2. Load the exported mesh in Mudbox. (See also Import using FBX.)

    Mudbox is set up to accurately display and subdivide the model and preserve its hard edges by default. To change or tweak this behavior, you can use the following options:

    • To toggle the display of creasing, use Display > Creases & Hard Edges in the main menu bar.
    • To determine how creasing and hard edges are handled during subdivision, set the Subdivision Options you want.

      For example, to have Mudbox treat edges like 3ds Max during subdivision, keep Crease Hard Edges turned on. To have Mudbox subdivide edges like in Maya, turn Crease Hard Edges off.

    Once the mesh is imported, you can sculpt, paint, or extract a normal map for the model.

    TipIf you are extracting a texture map for a model with creases, ensure Use Creases & Hard Edges is on in the Common map extraction options.
  3. (Optional) Export the model to another application, ensuring that Export Edge Creases and Export Hard and Soft Edges are turned on in the FBX preferences.

Related topics

Preferences window

Extract a normal or displacement map