When I create an object in Maya, clear history, freeze transforms and then duplicate it across the x axis with duplicate special (scale x -1) I get an object with all black faces. The strange thing is that the normals are facing in the correct direction on the black model. If I export the model to UE4 everything renders fine.
The only solution that I have found is to enable two sided lighting but this makes it difficult for me to identify inverted normals quickly. Are the black faces a bug in Maya or am I doing something wrong?
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On this tangent, is there an easy way to view all of the face normals for all of the objects in a scene, or do I have to switch them on individually?
Thanks for the help.
I'm not near Maya right now, but I think in Display>Polygons you can set an always on normals display. If not, you can always select everything and switch it on and off as needed.
If you want all future meshes to display your normals, you'll want to go to Window > Settings/Preferences > Preferences, go to Polygons category on the left, and check the Normals box in either the Vertices or Faces section. This option is not retroactive so you'll have to go back and toggle display on any pre-existing meshes using the first method.
I think the issue is in Viewport 2 if you have a -1 instance, the mesh appears inside out. If you flip normals it looks okay, but then if you export the model, your normals will be flipped. Also if you freeze transforms on something that was -1 scale, it will still appear inside out so you'll want to flip normals... But when you export or combine with another object, the normals are still flipped. It makes mirrored modeling in Viewport 2 really annoying.
I've been doing it hundreds of times in Viewport 2.0. Freeze transforms fixes the problem 100%.
Edit: Just to show that it works....
1. Duplicate special. Model is black
2. Freeze transforms. Everything looks nice
3. Combine. Normals are fine.
It's one step more than the older way of doing things, but it works.
Thanks for the help everyone.