You can import models sculpted using Pixologic™ ZBrush® into Mudbox. This approach requires that the ZBrush model have UV texture coordinates and that you export two .obj files from ZBrush: one from the base subdivision level, and the second from the highest subdivision level containing the high resolution sculpted detail. You import these two files into Mudbox after first recreating the same subdivision level structure as your ZBrush file.
Recreating the subdivision level structure when importing models from other sculpting applications such as ZBrush is the recommended technique for recreating the model in Mudbox. This approach lets you create multiple subdivision levels and sculpt layers and provides improved interactive performance compared to importing only the high resolution ZBrush model as the base level in Mudbox.
See also Rebuild subdivision levels for an imported mesh.
Keep the highest subdivision level selected for the next step.
ZBrush and Mudbox use a different layer numbering start point. That is, the base subdivision level in Mudbox is named Level 0, while in ZBrush it is named Level 1. Keep this in mind when recreating subdivision levels when importing from ZBrush or keep track of the number of polygon faces as you subdivide.
If there are noticeable differences between the original ZBrush model and what appears in Mudbox after import (small holes or protruding spikes on the model) it indicates there isn’t an accurate correlation between the models. You may want to experiment by importing the model again and further reducing the UV import tolerance.
This imports the higher subdivision level model and recreates the highest subdivision level of the ZBrush model in Mudbox. When you step down using the Page Down key, you will have all of the sculpted information on the lower subdivision levels.
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