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.
NoteRecreating 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.
- Launch ZBrush and open the file you want
to export to Mudbox.
NoteThe model must have
UVs prior to being exported to Mudbox. If the ZBrush model does
not have UV texture coordinates, you can create them in ZBrush using
the Tool:Texture sub-palette and
selecting the AUVTiles button while displaying
the lowest subdivision level (Level 1). For further information
on exporting from ZBrush, refer to the ZBrush online documentation.
- In the Tool:Geometry sub-palette,
click the Lower Res button (Hotkey: Shift
+ D) until ZBrush displays the lowest subdivision level
for the model (Level 1).
- In the Tool:Export sub-palette
ensure that the following options are turned on, then click Export.
- Txr: Ensures
that UV texture coordinates are exported.
- Qud: Ensures
that existing quads (four-sided polygons) do not get triangulated
during export.
- Mrg: Ensures
any non-welded UVs are merged (critical if you plan to paint on
the model in Mudbox).
- Type a name for the model then press Enter (for
example, <filename_level1.obj>).
- In the Tool:Geometry sub-palette,
click the Higher Res button (Hotkey:
D) until you display the highest subdivision level for the model.
- Using the Tool:Export sub-palette,
export the high resolution model using the same export settings
described earlier.
- Type a name for the second file that
differentiates it from the low res file you output for the base
subdivision level (for example, <filename_level5.obj>).
- Exit ZBrush.
- Launch Mudbox and open the low res file
you saved from the base subdivision level in ZBrush. For example,
<filename_level1.obj>.
- Using Mesh > Add New Subdivision
Level (Hotkey: Shift + D),
create the same number of subdivision levels as the original model
contained in ZBrush. (In this example, four additional levels.)
Keep the highest subdivision
level selected for the next step.
NoteZBrush 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.
- With the highest subdivision level selected,
select File > Import As Layer
- Select the high resolution file for import
(for example, filename_level5.obj), then set the following options
in the Import Options window that
appears, and then click OK.
- Match by: UV
Position
- Tolerance:
0.0001
NoteIf 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.