Importing Into Unity3D from Maya 2010 with some weird texture issues.

Hi!

I’m new to both Unity3D and Maya but hopefully can make progress quickly. Though I appear to be having a problem, of a problem, of a problem.

After creating a model in Maya it looks like I had intended and so I save and export.

But then upon dragging the file into Unity3D 2.6 it appears like this:


And upon returning to the file in Maya it now appears like this: (Do you see how some of the faces look natural while others have half of it stretched really tightly? Yet it’s just one solid face. Not two. Nor any edges lines that could be interfering.)

The appearance is drastically different from when I first saved the file.

I tried saving in different formats then finally upgrading to the newest export plugin.
Now when I try to import into Unity from Maya the program just loads forever and I have to
close it through ctrl+alt+ del !

This is driving me crazy.

After all the hassle of learning these programs I thought exporting was going to be one of the easy parts.
I’m using Maya 2010, Unity3D 2.6, on a Windows 7 x64 environment.

Next I’m going to try importing the file from Maya to Autodesk 3D then import it to Maya but even if it does work that’s twice as much work for all models I’ll be using and I’m still stuck with the original texture issue.

The first screenshot looks like z-fight. There must be double (either face are duplicated in your object, or you have two duplicated objects or you rendering them in two passes or something like that).

I can’t remember having any problems with Maya 2010 and latest plugins. I know there we problems when using Maya 2011 and Unity 2.6.

Could you try Unity 3.0 and see if it works any better?

Thank you for the response. I did upgrade to Unity 3.0 in addition to the new FBX plugin. Turns out I downloaded the 32bit version instead of 64bit and that’s what caused the crashes. For the Z-fit… In Maya I didn’t realize how important it was to “Delete History” - “All” after finishing a model and transfering it over to Unity. Sometimes there appears to be Ghost information and only by copying the object, then moving it to another empty scene does this problem go away.

Finally for the texture stretching I had to learn a lot about UV’s. I went into it having no idea what a UV was or why you shouldn’t assign multiple materials to a single object!

Incredible how many thousands of polygons a graphics card can handle. I’m envious at the complicated UV’s such as in the Sewer Demo where every surface is applied to only one texture. No wonder the frame rates run so high.

I’ll be looking forward to the day when I can use CS4, Maya, and Unity in… well, unison - without every other task feels like solving a rubix cube in the dark.