The mesh is visible only from a certain angle.

The mesh is visible only from a certain angle.

drakgoku
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Message 1 of 12

The mesh is visible only from a certain angle.

drakgoku
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In Maya it doesn't fail me.
Seen from Maya
https://i.imgur.com/i7rFHB2.png

When I export it and view it from the FBX preview or from UE5 then when I move the camera there are parts that disappear as if it had a transparency.

Preview FBX:
In front
https://i.imgur.com/HvaMdVZ.png
Behind
https://i.imgur.com/XsKhpIn.png

That means it's the figure's fault.

I think it's the material. The problem is that the same thing happens if I assign another material (like Lambert1).

So I understand that it is the figure itself. The problem is that it comes to me as a polysurface. How do I fix it?

 

It is as if it was made by seeing it from the front.

"It fails however."

 

That is to say, the entire front part should be shown, but depending on how you move it, there are objects that disappear (as if it were because of the light, I don't know). The back part happens something similar but very slight.

 

It's like it was done "on purpose" so no one could change or add anything. Surely there is some function inside the polysurface to modify it. But which?

 

I just found out what it is. Dragging the ".mb" file into a new Maya project instead of opening the ".mb". It is the shadow.

https://i.imgur.com/TRmjPOG.png

Surely it must cast some kind of light that I don't provide. How can I remove this type of Shadow?

 

I think it is a "shadow" I hope it is not the fusion of the negatives of a transparency because then I can start to discard the project. I can't find a way to remove that shadow.

Accepted solutions (1)
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Replies (11)
Message 2 of 12

drakgoku
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Any solutions on how to remove that shadow and have it be a model again?

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Message 3 of 12

damaggio
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Lighting>Use 2 sided lighting in the viewport , a flat plane is only shaded in one side of the normals.That seems to be a part of your problem in the viewport.

I can't tell anything else without seeing the file.You can zip just the wing here for examination if you want.

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Message 4 of 12

drakgoku
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Yes and no. The shadow is two-faced... I know that.

What happens is that everything that touches the shadow is exported badly.

How can I remove that shadow that is exported badly.

 

I'll give you the model because I see that we're not going to understand each other the first time, it's not Maya's fault. I explained it in the post in a simple way.

 

Can you export it in FBX so you can see it? When you find what I explained see if you can find a solution.

Message 5 of 12

damaggio
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I’m out now, will take a look later tonight. Thanks

Message 6 of 12

damaggio
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Just one thing to consider is that usually feathers, leaves paper and cloth have no thickness, it’s just one side. Thin objects with thickness will have black artifacts in viewport but it could render correctly.

Message 7 of 12

drakgoku
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When you get home and try it you will see that the back is correctly, while everything that "affects" that shadow is not rendered. Everything I am saying now is explained in the post.

Just export in FBX and show me how the front and back look. When you realize that it's the shadow, try to find out why and if you can fix it.

 
Message 8 of 12

damaggio
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I inspected the model and as I mentioned before it's a problem with the mesh normals, Use , Lighting>Two sided lighting for the viewport and flip the normals on the other bad parts like the headdress a hair, thankfully the feathers are single sided so is all good to go.

Select inverted faces then go to Mesh Display>Unlock normals and then reverse them.

Have fun.Mesh1.jpg

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Message 9 of 12

drakgoku
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I just tried "Select Inverted Faces then go to Mesh Screen > Unlock Normals". Now I can see the front but not the back.
https://i.imgur.com/nG9Nqom.png

So it doesn't work because it's one-sided.

Is there a way to display both parts? I'm trying to do just this.

You can try the figure right here if you don't have the viewer https://www.creators3d.com/online-viewer

 
 
Message 10 of 12

drakgoku
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For now, the only solution I've found is to duplicate the piece and combine it (with the normals step that Damaggio commented on). It weighs twice as much, but it works... If there was a "more efficient" solution, I would appreciate it.

I appreciate all the help from Damaggio.

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Message 11 of 12

damaggio
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Accepted solution

Keep in mind other  softwares cannot read single sided meshes unless you adjust the settings there, for example in Unreal.There's no need to duplicate the mesh.Just check the Unreal documentation.

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Message 12 of 12

drakgoku
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You're right, I'll read it. Thanks.