Hi, I've been having this weird material issue (which you can see below in the image) with a Character mesh that I've been working on, which seem apparent whenever I export and preview the mesh in Sketchfab and Mixamo. I've attempted to fix the normals (which I have done multiple times throughout the project) and reset xForm etc. But to no avail. I've also reset the Materials on the mesh but it still comes out like this:
It's generally fine when I have it in other 3D software like Blender/SP/Unity, but idk why this is the case with Mixamo and Sketchfab and makes me think there's some kind of error with my model. Here's what it looks like anywhere else without textures and basic materials:
Anybody ever encountered a similar issue or perhaps know if there's a way to fix this? Thanks for your time.
Replies
@Alex Javor That is true, but the mesh itself also seems to be transparent when I import it into Mixamo and won't register any of the bones at all, so It wont process the character at all. An even stranger thing that I noticed, is that when I remove the wings and tail meshes from the character, the entire mesh becomes transparent in Mixamo, when usually it would just be the strange colours appearing.
I dont necessarily need to use Mixamo or Sketchfab, but I'm just worried about the mesh since it seems to look perfectly fine in other software such as Unity and Marmoset. One odd thing that I can point out though, is that the Normals are really stretched out. Ive tried Breaking and Unifying on the Edit Normal modifier in 3DS Max but it still ends up looking really stretched out, no matter what I do (Resetting xForm, reapplying Materials etc.)
This is such an odd occurance, I've never dealt with anything this strange before. I also checked the face orientation on Blender and everything seemed to look fine (( Any more possible suggestions would be awesome.
I increased the models size to something more real world scale and it decreased the stretched look of the Normals. As for the UVs, Im not sure what you mean by the UV layout being automatic, I had everything manually arranged, but now that I look back at it, It looks like it keeps resetting and clumping everything in together in one UV Coordinate. Normally it should look like the first picture on my 2nd post.
So, I ended up removing the hairs completely and converting the character mesh to an OBJ and looks like the auto-rigger ended up processing it finally. Im thinking the real issue with Mixamo was the limitations on how much geometry data is allowed in an upload, possibly.
Either or, at least I've gotten much closer to an answer now that I know that there isn't any major issues with the mesh which is what I was initially worried about in the first place. I had just never came across a problem like this before.
Thanks again!