Converting A Mudbox 2009 Model To 3DSMax
By Neil Blevins
Created On: Sept 5th 2008
Updated On: Sept 24th 2009

Here's a tutorial on how to transfer a model from max to mudbox 2009, export a mesh and a displacement map, and then render it in max using a bunch of different displacement methods (depending on what renderer you want to use). The max version I'll be using will be 3dsmax 2009, but the process is quite similar for any recent version of max.

Here's a list of methods we'll be using to displace the geometry in max...
Making the Mesh in Max, and Exporting as Obj


Importing, Displacing and Exporting 2 Objs from Mudbox

Creating A Displacement Map

Your next task is creating a displacement map, which serves as the difference between your Level 1 and Level 4 mesh.

Avoiding UV Smoothing Artifacts

While creating the displacement map CAN be done in mudbox, a word of warning. The way max and mudbox smooth their UVs is very different from each other by default. Mudbox defaults to linear UVs, and max's meshsmooth and turbosmooth modifiers default to partially smoothed uvs.

So if you have a lot of seams in your UVs or the UVs aren't lined up in a simple grid (like in the example below), you will see a lot of ugly artifacts in your displacement map unless you use max to extract the displacement map, or unless you modify max's uvs to use linear interpolation.



If your object doesn't have any UV seams and the UVs are nicely lined up (like in our example below), you will have no smoothing artifacts, no matter how you make your displacement map.



For a more detailed explanation, go here.

So I will show you two m
ethods to make your displacement map, 1) Creating A Displacement Map in Mudbox, and 2) Creating A Displacement Map in Max. If you choose to make your disp map in mudbox, you either have to use the max linear uv trick I will show you below, or you have to have a simple uv case like the grid above. Or you can choose to make your displacement map inside max, and that works for all cases automatically, but it's a more complex process. Feel free to choose whichever technique you want to use on a case by case basis.

Creating A Displacement Map in Mudbox


Instructions:

When your Extract Texture Maps operation is complete, notice the following dialog. Write down the numbers that the dialog provides you.


Creating A Displacement Map in Max
This dialog has many sections. I'll show you what to do for each section.








Make sure to write down your min and max height values. And thanks to Eric Craft for some help with this technique.

Importing Back into Max


Rendering using the Scanline and Displace Modifier







Rendering using Mental Ray

Highres iterations - Lowres iterations - Turbosmooth iterations + 1 = Max Subdiv



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