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File menu

The following describes the items in the File menu.

NoteSupported file formats include .mud, .obj, and .fbx.

New Scene

  Clears the current scene and creates a new one. Mudbox prompts you to save the current scene before creating a new one if unsaved changes exist.

Open

  Loads a saved scene, replacing the current scene.

Save Scene

  Saves the current scene.

Save Scene As

  Saves the current scene with a new name.

Send to Maya

  Exports items from Mudbox, starts Maya (if Maya is installed), and loads the file. If Maya is already running, it prompts you to save current work before importing the Mudbox file. See Send files to Maya.

  Opens the Send to Maya window, letting you select from the following options:

Send

  Select one of the following:

  All Meshes: Exports all items in the scene to Maya.

  Selected Meshes Only: Exports only selected items. Select those items before selecting File > Send To Maya.

If there are paint layers

  Select one of the following:

  Don’t send paint layers: Exports no paint layers. The model will appear in Maya with the default shading material.

  Flatten the paint layers in each channel: Exports one paint layer for each existing channel type (Diffuse, Bump, Gloss, and so on). If a paint channel contains multiple layers, the layers are collapsed to a single layer for exporting.

  Send paint layers separately: Exports all paint layers on a model combined into a layered shading material. The appearance of paint layers in Maya can differ from the original appearance in Mudbox based on how layer blend modes are handled by each application. Normal and displacement maps cannot be combined into a layered material, so they are collapsed into one layer within their associated channel before export. For more information on where paint layers are saved, see Export using FBX and FBX.

If there are sculpt layers

  Select one of the following:

  Flatten sculpt layers before sending: Only the current subdivision level is exported. Display the subdivision level you want before sending to the other application. Any sculpt layers not locked to the current subdivision level are baked into the resulting mesh during export. The current subdivision level becomes the base level for the exported mesh.

  Export sculpt layers on current mesh level as blendshapes: Preserves the separate sculpt layers for export. Only sculpt layers associated with the current subdivision level are exported as blend shape/morph targets in the FBX file.

Note(Linux) A known limitation exists for Send To Maya on Linux systems. If you have ever run Maya as a root user, the Send To Maya option starts Maya, but will not load the exported mesh. This occurs because the temporary directory used by the process is set with root user privileges. To work around this limitation, execute the command rm /tmp/commandportDefault to remove the existing temporary directory, then send the file to Maya again.

Export Screen to PSD

  Opens the Export Screen Image to PSD window, letting you set options for capturing an image of the 3D View, and save it as a .psd file.

  For workflow instructions and more information on the layers created in the .psd file, see Create and edit paint layers using Photoshop.

  Set the following options:

Width and Height

  Specify the width and height of the saved image in pixels.

Constrain Proportions

  Locks the Height and Width values to each other so when one value is changed the other is updated to maintain the original aspect ratio. When off, you can adjust the Height and Width values independently and output an image with different proportions compared to the default setting.

Use Screen Size

  Exports the image at the same resolution as the 3D View.

Use 2X Screen Size

  Click to save the image at twice the resolution of the 3D View.

Use 4X Screen Size

  Click to save the image at four times the resolution of the 3D View.

Export to PSD

  Displays a file browser, letting you enter a file name for the .psd file.

Re-import from PSD

  Imports a .psd file saved in your image editing program that was originally exported from Mudbox using Export Screen to PSD. (See Create and edit paint layers using Photoshop.)

  The Mudbox Texture layer in the .psd file is projected back onto the model in the 3D View, updating only pixels modified compared to the original capture.

  For a description of the associated workflow, see Create and edit paint layers using Photoshop.

Import

  Loads a model and adds it to the 3D View. Supported file formats include: .mud, .obj and .fbx.

Import As Layer

  Loads a model into the 3D View and stores it as a layer on the active object. After you navigate to select the file to import, the Import Options window appears with the following options:

Match By

  Sets how the imported model corresponds to the active object using Vertex IDs or UV positions.

  Use Vertex IDs when the imported model is identical to the active object. Use UV Positions when there are updates to the imported model that do not allow for a vertex ID correspondence.

Delta to Base Layer

  When on, imports the model to a layer, ignoring all layers except the base mesh (default). When off, all layers including the base mesh are considered during import.

Import UV

  Imports UV texture coordinates from the selected file and applies them to the selected model. The imported UVs can be corresponded on the selected model using vertex ID’s or by comparing the world space positions of the vertices on the two models.

Export Selection

  Exports the selected items (faces, objects) on the model as a separate file.

Recent Files

  Lists recently opened files for quick access.

Exit

  Quits Mudbox. Mudbox prompts you to save before quitting if unsaved changes exist.

Related topics

Open a model

Import a model

Import a model from Maya

Import a model from 3ds Max

Save or export your work

Create and edit paint layers using Photoshop