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.
See also Compatibility across products using FBX.
- Ensure that your model has the assigned as its shading material.
- Sculpt and paint on it.
- Set the subdivision level on the model as you want the mesh to be exported. For more information, see Display a different subdivision level.
- If you want sculpt layers to be exported as blend shapes, you must first turn on the preference in the window. Only sculpt layers associated with the current subdivision level are exported as blend shape/morph targets in the
FBX file.
- In the tray, select the tool and select the items to export.
- Select .
A file browser window appears.
- Specify a directory path and file name, set the to , and click .
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.
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