I have a custom created character I have made from Maya, made with multiple separate meshes. In Maya's viewport the model looks good. Every mesh has an assigned lambert shader with default values, the only thing changed is the shader's name. When exported as an FBX to either Mixamo or Substance Painter, issues appear. Some of my meshes on my model are black/reversed in Mixamo and the left shoe of my character is see through in Substance Painter. I do not know how to fix this.
How the model shows in maya's viewport. Correct
Same model in Mixamo, when exported as FBX. Certain parts of the Mesh are Black/Reversed for some reason.
Same model in Substance Painter. Left shoe is see through/transparent for some reason.
Solved! Go to Solution.
Solved by hamsterHamster. Go to Solution.
Did you check what is the original normals direction before exporting from Maya? Like, click the cloth mesh and go to its shape node and in Render section disable DoubleSided. If it turns inside-out, then it needs fixing.
In Maya viewport it might look nice with double sided illumination enabled, however once it takes a walk outside, the unattended normals show their ugly face. 🙂
What you can do is to reverse normal direction for all those reversing (black) pieces. Check uvs too, some uv-shells might need flipping too, even re-layouting.
And then, even if the mesh is skinned, do Edit>DeleteByType>NonDeformerHistory.
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Maya2019.1 @ Windows10 & GeForce GTX1080Ti
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So I have attempted your solutions. I have went into the shape node of the hoodie jacket and went to the Render Stats and have Unchecked Double Sided. Nothing changed, the object still looks good in maya. I have deleted the non deformer history of all objects. In Mixamo the Character is still the same, with the same black/reversed faces issues. I have tried reversing the normals of the meshes that show incorrect in Mixamo from maya, and it still shows false in mixamo. I have yet to really mess with the UV's, the UV's I have automatically done with Maya's Automatic UV setting, so they do need more work, but I don't know if that's causing this particular issue.
Double Sided Checked off, no difference yet.
Normals Reversed with Double Sided still off, shows transparent and incorrect in Maya, Still shows incorrect in Mixamo still.
Still see this in Mixamo, with the solutions applied.
Idk, the only way to see what's wrong would be to check myself. Can you post the scene in zipped MA?
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Maya2019.1 @ Windows10 & GeForce GTX1080Ti
If the post was helpful, click the ACCEPT SOLUTION button, so others might find it much more easily.
the forum is glitching too
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Maya2019.1 @ Windows10 & GeForce GTX1080Ti
If the post was helpful, click the ACCEPT SOLUTION button, so others might find it much more easily.
Sure thing here is that scene zipped up. Also, I appreciate you helping me so much on this, thanks!
Your model has ColorSets assigned to the cloth objects. Once you delete those, the Mixamo shows this:
I assigned colors to the shaders and for the sake of experimentation left a single set on the shoes, different for each.
Select all clothes&shoes, go RMB>ColorSets>ColorSetEditor.. there you can delete those of all the geo.
I'd flip the uvmaps for the shoes, as now those are reversed, which might be reason why Substance had shown those transparent.
And, you still have per vertex attributes there, like, if you select the vertices of a mesh, it displays Alpha value in the Component Editor. Unfortunately, I don't have XP with those, don't know how to get rid of those. You probably know where those came from, how to manage. Fingers crossed those don't mess up with Substance.
GL!
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Maya2019.1 @ Windows10 & GeForce GTX1080Ti
If the post was helpful, click the ACCEPT SOLUTION button, so others might find it much more easily.
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