
Just like with the converter, using the explorer is easy.

The explorer feature of the application enables you to view and browse the content of the FBX file. Your part in the conversion process is kept at a minimum since all you have to do is select the files from your computer, set a destination folder for the new ones, choose the file format you want and then click the convert button. It allows you to load multiple files and convert them at the same time. It displays a more than comprehensive interface which makes it very clear that the application combines a converter, viewer, explorer and take manager and grants you much more freedom when working with FBX files.Īs a converter, it can help you deal with compatibility issues with other design applications by transferring your FBX files to formats such as 3DS, DFX, OBJ and DAE and vice versa. In a nutshell, there are more specific, and advanced tools for sculpting, and texture painting out there, but Mudbox is still a viable and usefull tool as well IMO.Autodesk FBX Converter is an application comprised from multiple tools which enable you to extend the use of FBX files. Indeed, with Mudbox tiling textures can be sculpted, and painted on their own as well. You would most likely want to have tiling textures on those. And baking such large surfaces into a normal map is rather unusual, because of the texture resolution. Because you want that to be very lowpoly anyway. For a mesh ground Maya LT should be sufficient though. Sculpting does only make sense if you are going to bake the result into a normal map on a lowpoly model later on. But neither of the latter can do any real sculpting. However, it got surpassed in that regard with tools like Substance Painter, or Quixels DDo. Mudbox is quite good at texture painting on the model in 3D. It's user interface is much less of an Alien as ZBrushs UI. It's sculpting abillities aren't on par with ZBrush. Is Mudbox a good tool for me, since I'm already invested in the Autodesk family with Maya?Īutodesk FBX Converter 2013.3 will be fine.Īs for Mudbox. Oh, and I'd like to make some mesh "ground" for my skybox applications, and I might want to make an organic shape now and then.

If I end up paying for an extra L$10 texture upload or two every once in a while, that's not going to break the bank. When I upload to the main grid, it would be nice if the textures import into SL just like I see them in Maya. I do use the Aditi grid if I'm doing a big project, to cut down on the upload fees. My priorities are more on time-savings rather than L$ savings. I have no interest in making clothing or mesh avatars. Question: What is the best way for me to convert from Maya LT to dae files for import into SL? My main interest is in architectural items. I see two ways to convert Maya LT files to dae files for upload to Second Life: (1) Autodesk FBX Converter, and (2) Export from Maya to obj files and the import to Blender and then export from Blender to dae files.
#AUTODESK FBX CONVERTER PINTEREST LICENSE#
I noticed the opportunity to get a one-year Maya LT license for not too much money, and so I am trying that. Background: I did a fair amount of Blender creation in 20 and just kind of quit.
