Importing Blender mesh in FBX format

Importing Blender mesh in FBX format

Anonymous
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Message 1 of 5

Importing Blender mesh in FBX format

Anonymous
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I thought I would give mudbox for sculpting a shot, to see if it is any easier than Blender. After watch a few videos, I was sort of getting the hang of Mudbox, using Mudox's primatives. For the most part I got the brushes to work like in the video tutorials, but for the life of me, when I try to import a blender mesh into Mudbox, the brushes are not behaving the same, as with the primitive meshes in Mudbox. I think my model is in correct scale proportions, and the model has a UV map, with no overlapping UV's.

I cannot give detailed examples, because there are too many brushes that Mudbox offers to explain what exactly is happening. However, for the best I can tell you, when using a stamp stencil all the brushes behave like a jittery smooth brush, resulting no crisp edges for meshes like bricks, or nothing happens at all. Would anybody know what I am doing wrong?

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absoluteKelvin
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what is your stamp spacing set to? Also take a look into falloffs for the edge crispness.

https://www.artstation.com/kelvintam
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Message 3 of 5

Anonymous
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Hi Kelvin. You have asked what my stamp setting set to? I am following a website that is telling me what to set my properties. This includes the stamp spacing and the brush's falloff. Therefore my brush settings I used on a Blender mesh,  is the same settings I use with a primitive cube in Mudbox.

However, I did find that importing a cube from Mudbox into Blender and back to Mudbox, fixes the issue. I could continue using this method, but not all of my objects are always going to be the same size in width, height, and depth. So, in theory, I believe this is a geometry issue. It could be as simple as Blender not offering true smoothing groups? IDK. For example, in 3ds Max, I can set faces 1, 2, 3, and 4 in smoothing group 1, and faces 5, 6, 7, 8 in smoothing group 2, which will define where the crisp edges go. In this example, if faces 4 and 5 are the 2 faces that share the same edge in a 90 angle, that shared edge would be crisp. However, Blender does not have this feature. It does not matter how you look at Blender's method, after setting faces 4 and 5 to flat shaded, this causes all 7 edges to be flat. (The shared edge + the 3 other edges in face 4 + the 3 other edges from face 5. In Blender, there is no method that says keep the shared edge which shares faces 4 and 5 to be flat and keep all other edges smooth. Or this is at least to my best knowledge.

 

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Message 4 of 5

absoluteKelvin
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without images its hard to troubleshoot.

you talking about creasing/edge weighting? What you could try is subdivided the mesh in blender first with the edge creasing and import to mudbox > then rebuild subdivision levels.

https://www.artstation.com/kelvintam
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Message 5 of 5

sergimen2001
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Blame it on Autodesk, changing the FBX format every year just to trolling other 3D softwares.

 

Regards:
Sergio Mengual
3D Artist-3D Generalist-3D Character Artist

https://www.artstation.com/artist/sergiomengual

https://www.facebook.com/Sergio3D2D/

https://www.youtube.com/user/sergiomengual

 

 

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