fbx-problem with normals

fbx-problem with normals

Anonymous
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fbx-problem with normals

Anonymous
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hi,

i got a huge problem with my fbx-mesh / normals in substance painter2 and ue4 .

 

here is my "fbx-workflow":

 

- i create an low-poly-mesh

- i click on "smooth mesh" in the attribute editor

- i export my selected low-poly-mesh as an fbx with "edge smoothing" selected

- i reimport my fbx into maya... and it looks fine

 

- i import my fbx into substance designer / ue4... and it looks like an low-poly-mesh again.

 

 

 

so i thought, it might be an problem with my normal map, but nothing changes with this normal map..

 



so here is my "normal-workflow":

- i build an low-poly-mesh in maya 2010-64 bit

- i make 2 copies:
one for the low-poly-base (and triangulate it)
and the other as an high-poly-mesh (i smooth the mesh several times and triangulate it).
.... erverything is shown smooth and nice at the high-poly-mesh in maya

- i go to xnormal
- i load the high-poly and the low poly-mesh
- i adjust the settings (mesh-scale 1.00000 and select "average normals")
- i build an cage with the "ray distance calculator"
- i bake an normal map

- after this i go to substance painter2 and load the low-poly-mesh and the normal map...

but every smoothnes is gone.... and it looks nearly like the low-poly-mesh without any smoothnes.

can anyone give me an advice, where my error (s) sits ?
(ok..ok...  in front of my screen.. i know 😉

thanks a lot !!!

greetz
loopon

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Anonymous
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maybe it´s interesting for someone:

 

the problem of the whole procedure was located by me in the maya2010-fbx-exporter.

 

regards

loopon

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