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Hello, can a fellow mud-box user tell me how i export a high poly mesh from 3DC to mud box with correct topology? (so i am able to subdivide it in mudbox)

I would try to retopo the mesh > UV unwrap > export the mesh and the displacement map...which you can load in MB. If you Retopo the model > bake to MicroVertex mode, you can export a dense mesh with the displacement baked right into the exported mesh. No need to even load a displacement map in MB, if you go that route.

 

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I would prefer not having to retopo and uv the mesh.

Malo, what do you mean by quadmesh export?

do you mean export dense quads? because that still produces mesh errors in mudbox.

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Yes, i mean Dense Quad or Project Quads.

Both makes Quads but slightly different.

 

But i think ABN is right.

Retopo would be much better for you.

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that's a real shame :(

 

Perhaps someone knows a program that can decimate the model to work with mudbox... will try meshlab but any other suggestions would be good

Edited by worldcrafter

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that's a real shame :(

 

Perhaps someone knows a program that can decimate the model to work with mudbox... will try meshlab but any other suggestions would be good

Raul is working on a new Quad-Meshing routine, so that might be a solution in the near future. I hope it will be available by the time 4.5 is officially released.

 

https://farsthary.wordpress.com/

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And even though you may not want to do any retopology, as with any app, you have to play by it's rules. Hi-res sculpting in 3D Coat is either voxels or a dense collection of triangles. You want to force 3D Coat to export quads straight from a dense mesh made up of triangles, when it's not designed to do that. Even in Mudbox, it's sometimes necessary to retopologize, so get out of the habit of wanting to take shortcuts for everything. We all want to be more efficient and minimize tedious tasks, but being to bent on taking the automated way of doing things will lead to poor results more often than not.

 

That's why I use the Strokes tool and other manual retopo tools 80% of the time. Auto-Retopo is great in many cases, but it's not the best solution in many others. You could hide the head of a character and Auto-Retopo the body, while using Manual Retopology for the head.

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I would have never expected the autopo in mudbox to work on mesh's with "errors" but it does! takes 10 mins to process and autopo a high poly model in mudbox, but i guess that cant be helped.

 

SOLVED

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