Strange problem when importing a model


#1

Hi. I wanted to import a model and enhance its features in mudbox… But it seems that when I import it, the model is very low poly and when I try to draw on it, it just moves these few polygons around… Any idea to what is going on… Here’s a picture:

Now… The model, normally, looks like this (imported in max):


#2

Your mesh appears to be comprised of tri faces. Sculpting apps generally work optimally with all quad meshes. Did you get any errors from the .fbx export dialogue in Max?


#3

Is that ripped from warcraft by any chance? You might find that the verts aren’t welded which is why they’re flying apart in Mudbox.

It will never sculpt well as it’s a triangulated mesh. You really need to make a new quad based model.


#4

I don’t understand the difference between a triangulated mesh and a quad based one… :frowning:

Is the bottom-line that I cannot sculpt on an imported model from Warcraft (It is imported from Warcraft)?

If I were to desire it, would I have to model it myself…?

If so, how would I know whether my new model is triangulated or quad? Thank you.


#5

a quad is essentially made up of two tris with the diagonal edge hidden. At render time(and real-time render) the algorithm will recognise tri faces. However, If the mesh is built initially from quads, it will be a quad mesh and will be considered such when UVing, sculpting, etc…
Most 3D apps(Max,Maya,etc) have tools to check a mesh’s properties. For instance: number of tris/quads/n-gons, rat’s nests(tri-shaped quads) overlapping verts/edges…

It’s very important that you use these tools if you intend to use a mesh in Mudbox as it can be a real headache to work with geometry with bad topology.

You should read the mudhelp files as there is a clear explanation of specs in terms of preparing a mesh for export to Mudbox.

Also, the mesh you have there is useless as it is as a sculpting base and should be scapped or rebuilt.


#6

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