Export using FBX
 
 
 

Mudbox supports the Autodesk® FBX® file format for data exchange between 3D applications. FBX supports a broader range of entities between Mudbox and other applications in many cases.

FBX is a conversion technology that lets you acquire and exchange 3D models and related assets and media from a variety of sources more quickly and easily. FBX plug-ins are available for Autodesk® Maya® and Autodesk® 3ds Max® software, and is also supported by Autodesk® MotionBuilder® and Autodesk® Softimage® using the Autodesk® Crosswalk software.

Note

FBX files exported from Maya 2011 are not compatible with Mudbox versions earlier than Mudbox 2011 unless you specify an earlier FBX version in the FBX export options.

Export a Mudbox model using FBX

  1. Ensure that your model has the Mudbox Material assigned as its shading material.
  2. Sculpt and paint on it.
  3. Set the subdivision level on the model as you want the mesh to be exported. For more information, see Display a different subdivision level.
  4. If you want sculpt layers to be exported as blend shapes, you must first turn on the Export Layers as Blendshapes preference in the Preferences window. Only sculpt layers associated with the current subdivision level are exported as blend shape/morph targets in the FBX file.
  5. In the Select/Move Tools tray, select the Objects tool and select the items to export.
  6. Select File > Export Selection.

    A file browser window appears.

  7. Specify a directory path and file name, set the Save As Type to Autodesk Fbx, and click Save.
Important

If you are exporting a mesh that has been used as the source in a texture map extraction (for example, if you used this model as the source to extract a displacement map), be aware that any extracted texture maps are automatically exported with your model.

This can result in unexpected deformation when you import the model into another application, as the texture maps are automatically assigned to the model on import. If you experience this issue, you can remove any unwanted texture map from the associated channel (such as the displacement or bump channel) after importing the model.

Mudbox features supported for FBX export

The following table describes the entities that Mudbox supports via FBX and whether they are fully supported or converted when imported by FBX supported applications.

Mudbox feature FBX Maya 3ds Max

Polygonal meshes

  • Only the current subdivision level is exported when exporting a mesh from Mudbox using FBX. Any sculpt layers not locked to that subdivision level are baked into the resulting mesh when it gets exported. The current subdivision level becomes the base level for the exported mesh. If you want to preserve the separate sculpt layers, turn on the Export Sculpt Layers as Blendshapes preference in the Preferences window. For more information, see FBX.

V

V

V

UV texture coordinates

  • Only one UV set is currently supported and exported by Mudbox via FBX.

V

V

V

Paint layers

  • When you export a Mudbox scene using FBX, Mudbox creates a subdirectory titled <filename>.fbx-files to store any associated paint layers (textures). If you prefer that the FBX file reference the paint layers (textures) in the same directory as the .mud scene (<filename>-files), turn on the Reference Textures from .MUD File preference in the Preferences window. For more information, see FBX preferences.
  • By default, paint layers on the exported model (including the background color) are saved as discrete textures when exporting from Mudbox using the FBX format. If the importing 3D application supports it, the textures usually appear as layered textures on the model's shading material. For example, within Maya, Mudbox paint layers appear within the shading material as layered textures.
  • Layer blend mode attributes for layered (composite) textures are supported to a limited extent for export. The Normal, Multiply, and Add blend mode settings are exported with the material. Any other layer blend mode properties that are set for any layered textures in the file are set to Normal when an FBX file is exported from Mudbox. When this occurs, the following warning is displayed: “Paint Layer Blend Mode: <blend mode name> is not supported in FBX, it will be converted to the Normal blend mode”.
  • If the Flatten Paint Layers On Export preference is turned on when exporting (see below), the resultant flattened texture will look correct regardless of the blend mode settings.
  • Some 3D applications do not universally support multiple layered textures within a single texture channel. In these circumstances, turning on the Flatten Paint Layers On Export preference is recommended. This causes the paint layers to be merged into one texture per channel during export. The flatten operation also includes the background color for the material.
  • Normal Map channels that contain multiple paint layers (and have the Preview As Paint Layer property turned on) will automatically be flattened to one paint layer when exported as FBX. This occurs because some 3D applications do not support the rendering of multiple normal map channels in a material.
  • Bump/Displacement Map channels that contain multiple paint layers (and have the Preview As Bump Layer property turned on) will automatically be flattened to one paint layer when exported as FBX. This occurs because some 3D applications do not support the rendering of multiple normal map channels in a material.

C

C

C

Default shading material

  • The default shading material is converted to a material with an equivalent appearance.
  • Material attributes that are written out by Mudbox when exporting an FBX file are: Diffuse, Specular, Gloss, Bump Map, Normal Map, Incandescence, Reflection Mask, Reflection Map, Reflection Strength.

C

C

C

Sculpt layers

  • The Export Layers As Blendshapes preference must be turned on for sculpt layers to be exported as blendshapes. Sculpt layers are converted to blend shape targets (Maya) or morph targets (3ds Max) when transferring between Mudbox and these 3D applications via FBX For more information, see FBX.
  • Keep in mind that sculpt layers are locked to a specific subdivision level, so only the sculpt layers locked to the currently active subdivision level will be exported as blend shape targets. Any other sculpt layer information that exists on any other subdivision levels gets baked into the base mesh when exported using FBX and not exported as a blendshape.
  • The Lock property on a sculpt layer is ignored by FBX.
  • Any layer masking that exists in a Mudbox file is baked into the blend shape target/morph target when exported as an FBX file.
  • When the Visibility property for a sculpt layer is turned off, the blend shape target’s weight is set as zero in the FBX file.
  • Export layers as blendshapes works on selected faces.

C

C

C

V - Perfect compatibility

C - Data has been converted or interpolated to yield results that are functionally equivalent.

X - Entity is not supported and is ignored

Related topics

Open a model

File menu

Import a model

Import a model from Maya

Import a model from 3ds Max

Import Mudbox files from earlier versions

Import using FBX