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.
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UV texture coordinates
- Only one UV set is currently supported
and exported by Mudbox via FBX.
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Paint layers
- When a Mudbox scene is exported using
FBX, a subdirectory titled <filename>.fbx-files is
created 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
within the preferences window. For more information, see
FBX preferences.
- By default, any paint layers that exist
on a model being exported (including the background color) are saved
as discrete textures when exporting from Mudbox using the FBX format.
If the 3D application supports it, the textures usually appear as
layered textures on the model's shading material. For example, within
Maya, the Mudbox paint layers will appear within the shading material
as layered textures.
- 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.
- Bump channels that contain multiple paint layers
(and have the Display As Normal Map property turned on) will automatically
be flattened to one paint layer when exported as FBX. This occurs
as some 3D applications do not support the rendering of multiple
normal map channels in a material.
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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 Value, Reflection Mask, Reflection Map, Reflection Strength.
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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.
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