Animated FBX from Maya to Unity – flipped normals and more

HI!

I have a problem with exporting an animated character from Maya to Unity. Character consists of few separate objects, all parented to the body.

Please help, I have to fix this problem as soon as possible. I’m using Maya 2017 and Unity 2019.4.18f1.
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  • First of all – in Unity some elements look strange - everything looks great in Maya, but in Unity it looks like it’s a problem with flipped normals. It would make sense, because I used mirror modifiers with these objects (mesh was created in Blender). Turning backface-culling on doesn’t change anything, deleting the Non-Deformer History does not help. I am unable to solve this problem.

  • Secondly - I have to modify animated mesh – it has to have more polygons but I would still like to have a hard edge effect. Later, I would like to add more body elements.

I thought about using smooth in Maya, but the exported model in Unity is not smoothed at all (or only body is smoothed). I tried checking/unchecking Smoothing groups and Smooth Mesh option on FBX export in Maya, but it does not change anything.
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I’m so desperate that I wanted to add a subdivision modifier in Blender and then try to attach this new mesh to Maya animation, but I can’t even try because Maya imports everything except the character’s head and jaws. Even when I import only the head, nothing new appears on stage and in Outliner.

It happens only in a Document with animation. Exported mesh from Blender imports perfectly into a new Maya Document.

I am resigned and devastated, I have no ideas anymore but I need to get it done as soon as possible. I beg for some help and possible suggestions.

[185806-monster-fbx-2021-09-04-1826.zip|185806]

If the model is made in Blender and then imported to Maya in Blender, press w key and use normal flip or with ctrl + n, first enter edit mode (TAB key)

Assuming this Fbx represents what you see in unity:

I see hard-shading enabled and if this is not intentional it will make normal map (very) mismatched with it’s geometry resulting it a messed-up lighting.

Sidenote: a single animated mesh (or as few as possible) is usually preferred for performance reasons.

link text

Shading results in unity:

link text

@andrew-lukasik

Sadly, in Blender my animated mesh looks like just a bunch of chaotically stretched polygons
and this is what it looks like in Unity:

This is how my model should be (download mesh without animation):
https://we.tl/t-7DWqpLS6LU

Sorry if I was writing in chaotic manner but the thing is: my worst problem are these flipped normals. Second problem is I cannot thicken the model mesh (smoothing was just an unsuccessful trial) but I need the edges to be sharp, not smooth.

I apologize for being unclear and I am more than grateful for taking the time to address my problem!

Assuming this Fbx represents what you see in unity:

I see hard-shading enabled and if this is not intentional it will make normal map (very) mismatched with it’s geometry resulting it a messed-up lighting.

Sidenote: a single animated mesh (or as few as possible) is usually preferred for performance reasons.

link text

Shading results in unity:

link text

I have good/bad new :slight_smile: It’s not normal maps. It’s UV layout that is at fault here.

I’m no artist, but I can tell this is not how good UVs look like:

link text
link text
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When you apply a checker texture on any correctly uv-mapped mesh it should look like this box, meaning:

  • (more or less) uniform pixel distribution

  • no rectangles (stripes especially!), squares only

(Rectangles are pixels being stretched along one axis which will look bad)

  • diamond-like shapes are unavoidable (for organic meshes), because of rotations

What happens in your case is that you mapped something like 8 pixels to represent 40% of the surface :T not ideal