Hello, I wanted to ask you for your help with vertex normals in maya. This is quite weird for me.
Mesh looks fine in maya. But when I import it into Substance Painter, it looks like this:
I tried making every edge hard, set normals to face, unlock normals in many diffrent ways including various scripts. Still nothing
But when I import this mesh into 3ds max or Bledner, then exportm then import to maya then export one more time into substance painet everything is good. But when I try to do anything with this mesh in maya it is once again wrong
I just run out of ideas. Maybe someone have anything that could help me ? Right now I am willing to try even weirdest ideas :P
Replies
More about that here: https://www.youtube.com/watch?v=gR3r7Xmhmlk
Try turning on the normal display. In maya select the shape node and scroll down to "mesh component display" and select 'display normal' then set the dropdown underneath that to 'vertex' and increase the normal size value.
Then post a screenshot of the mesh back here.
Busted UVs can cause this. Coplanar faces can cause this. Rats nests can cause this. Substance Painter being picky can cause this. I bet substance designer or any other program would load this model jut fine.
Another option would be a script that turns locked normals into hard edges.
I'm currently experiencing this issue myself. Substance Painter keeps complaining that [Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed. I've gone and unlocked all of the Vertex Normals in Maya for every asset and re-applied Smooth Edges or Smooth/Harden Edges, but it still keeps throwing the error up. Also, baking is taking way more time than usual. Even just processing a Normal map bake.
I've noticed you can check 'Display Tangent' in Maya as well, which is displaying red and blue lines. I'm not sure what they're supposed to look like if they are/aren't corrupted though. Or how you go about fixing them. Also, once the Normals have been unlocked and the smoothing set up, are you supposed to lock them again to prevent another application from messing them up...?
I've also noticed that message about mesh normals. I haven't noticed any actual visual difference in the mesh. So I've just been ignoring it.