Missing faces after Maya import to Unity EDITTED

Hi All, this is my first post so bare with me.

The issue is:
I am importing a static .mb file from Maya into Unity. I am using “Assets > Import New Asset…” to do this. The model imports as expected however there are issues.

Some faces are missing from the model after the import and I cant work out why. Its always the same faces and is not random. I was advised that it might be the “Normals” and under the FBXImporter, I was advised to check “Calculate Normals” but this has not helped my issue.

I do have a video of this to show but I do not know this forums policy on linking to downloads therefore I shall not link just yet.

Information that might be helpful:
I am using Maya 2010 and the last version of Unity, the free version. In Maya I have deleted the history by type and there is nothing wrong in the hypergraph or actual model from my knowledge.

I dont think my PC specification will be of use but here it is anyway:
Intel Q6600 @ 2.4Ghz
TPower i45 Motherboard
4gb (2 x 2Gb Corsair)
Radeon HD 4870 512mb

Any other information needed I can supply.

Thanking you all in advance.

BIG EDIT!:
I noticed that in the Inspector view, the mesh looks fine on the small preview. It seems to be the textures that are missing. Now the areas that are missing are on single faces, does this help at all?

I had the same issue with 3D Studio Max. I don’t know if it will be the same for you but the problem for me was I had a skeleton with no root bone assignment and also some verts not assigned to bones.

When importing in to Unity all I could see were the faces with verts assigned to bones.

If you have added a bipedal or any Skeleton to your mesh make sure it has a root bone assignment i.e. the bone that controls them all and make sure verts are all assigned to bones.

This is how I fixed my issue with meshes importing with faces missing.

Well at the moment the model has no bones as we are just testing in engine first to get the game machinics working first.

Ill test your theory though, ill just create a root for the mesh to be child too and see if that works.

Annoying that idea did not work.

As said in my edit, the actual mesh is all there, just missing some textures on certain faces. :frowning:

Any more ideas?

Only one other and that is to actually select the face, delete it and use a “Fill hole” command to repatch it.

Or, can you export the mesh to FBX or anyother file format like obj and then reimport in to unity to see if that works. Usually during a file conversion things get reported if theres something wrong with the model.

Try exporting the model as a standalone format then import in to unity.

Just throwing things out there now as I have no idea why it’s doing it. It’s just one of those things that makes you headbutt your monitor!

Issue Solved.

Basically Maya was at fault. Unity cannot (without unpredictable results) render a texture on both sides of a single plane. So in Maya I duplicated the faces and reversed the normals.

Really sorry for such a poorly written question but I was unsure of how to ask it.

Hope this helps anyone out there with the same issue.

Regards

1 Like

Had the same issue and reversing the normals helped. Thank you very much for this post but it is funny that It worked previously but then now it is giving problems.

Hi Smeaney,
I had a similar problem with SketchUp not loading some faces, and the solution was similar to yours.