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Vertex normals shift when exporting character with FBX
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Hi all, I learning Maya 2022 to create my own character. The character has two parts, a head, and a body. The vertex normals where the two meshes are joined are aligned so there is no visible seam, and I make sure they are locked before exporting. I export the head and body separately so I can import them into Unreal Engine 5 but there is a noticeable seam where the two meshes connect. So I imported both head and body FBXs into Maya and I see that the vertex normals have shifted. Any suggestions or solutions would be very appreciated.