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Mudbox 2012 newbie question - Exported mesh from Maya (Cleaned) renders with invisible/not selectable faces in Mudbox
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  • Location: Augsburg
  • Total Posts: 14
  • Joined: 29 June 2011 07:02 PM

Hi,

I’m quite new to mudbox and am trying to utilise it for an animation project I’m currently working on.

I have a mesh in Maya which is UVed and cleaned and exports without warnings to mudbox. But when I view it in the viewport and try to paint on the surface it hides some faces facing the camera.

I searched for a while but maybe my queries weren’t right. Can somebody please push me in to the right direction where to look or how to fix that issue?

Thank you very much.

Greetings, Leo

PS: Tried also exporting it via .obj, didn’t solve it. Set normals to faces within Maya also didn’t do anything.
I also attached a screenshot of the character.

My computer is:
AMD Quad
16gb Ram
Win 7 64bit
NVidia GTX 285

All with current drivers. The whole Entertainment Suite is up to date as well.



Maximum creativity means maximum CPU Power ;-)

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Replies: 0
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  • tonytrout
  • Posted: 12 September 2011 09:58 PM

It looks like the normals are reversed on some of your model, check it in maya with show normals, and reverse normals on faces or whole model.



Replies: 1
/userdata/avatar/4a5fh4nvp.jpg

Hi,

Thanks for the reply. I thought so too, but the normals seem fine. Tried reversing, tried conforming...always with the same result. It’s really strange, I have no issues opening that model in other applications as well (Blender, max).

When I triangulate, it seems to work though, but I need the model to be in quads for nicer smoothing.

Greetings, Leo

Author: lord_of_shred

Replied: 12 September 2011 10:23 PM  
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  • JanHett
  • Posted: 12 September 2011 10:33 PM

Had that problem, too. If there is a texture containing an alpha channel (like a rgba *.png file) on the model, the object will look like this. Delete the connection to the alpha in Maya and re-export. If you need the map you can either wire it in later or use an individual node. Hope this helps.



Intel Core i7 920 @ 3.63 Ghz
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Replies: 1
/userdata/avatar/4a5fh4nvp.jpg

Hi,

Thanks, thought about that too, but I also reset the models material to the standard Lambert_1 with no ingoing connections.

It’s quite strange.

Author: lord_of_shred

Replied: 12 September 2011 11:07 PM  
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  • stupor
  • Posted: 12 September 2011 10:36 PM

in Maya: select youre mesh and call this command from menu: Normals=>Reverse. Or execute:

polyNormal -normalMode 0;



Replies: 2
/userdata/avatar/4a5fh4nvp.jpg

Simply reversing through Normals => Reverse didn’t change a thing.

I’ll try your command later when I’m back on Maya. Thanks.

Author: lord_of_shred

Replied: 12 September 2011 11:08 PM  
/userdata/avatar/4a5fh4nvp.jpg

The command didn’t change a thing...but thx anyway

Author: lord_of_shred

Replied: 13 September 2011 08:02 AM  
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  • A.Baroody
  • Posted: 13 September 2011 09:50 AM

Normals can get flipped sometimes if your model is scaled in correctly. What is the scale value of your model in maya?

Make sure the local and global scale are all 1 1 1. If its -1 1 1, it might be the reason why. This can flip normals sometimes.

Although I see you’ve tried exporting it via OBJ, which should zero out your values anyway. But it might be worth checking to see if there is some odd scale value on your model that is inverting it.

Another thing to check would be related to scale as well.

It seems your model is rather small. Mudbox is kind of odd with small scaled objects, and the default values may not be kind to your model sometimes. The viewport clipping near value, in the mudbox camera option may be too large. Although I dont think that is whats going on here. Its worth a check tho because your model seems pretty small in relation to the scene grid.



Replies: 2
/userdata/avatar/4a5fh4nvp.jpg

Thank you...my scaling in Maya was all 1,1,1...but scaling it up 20 times...I can’t believe it....seems to have worked.
What a strange thing....I never would have thought of that. Thank you for pointing that out, I didn’t expect Mudbox to work that way (I have used ZBrush several times before with similar scaled models and never gotten into similar problems).

Thank you again...that saves me from painting all textures in PS.

I guess case closed.

Author: lord_of_shred

Replied: 13 September 2011 10:29 AM  
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Great to hear. Glad it helped.

Author: A.Baroody

Replied: 13 September 2011 11:55 AM