Anyone ever encounter this issue; when I export an .obj from, say XSI, then import into Maya (7.0 in this case, but I've noticed this on other versions) the normals are screwed up and can't be fixed? I get screwed up shading in strange places even when normals are facing the right way...
Replies
edit polygons>normals>set vertex normal dialog box>unlock normals
*should* do the trick.
Does anyone have a decent workflow for getting models with thier normals set up in max(To use RTT) and then import into maya with those normals intact?
but yeah, unlocking those normals and then editing them manually should fix it. set all to hard/soft for a start, tweak the creases, etc.
EQ: max <-> maya for me normally works hasslefree with OBJ, one important thing is to export from an editable poly or the model will show up in maya without any creases.
the other way around should work instantly.
sometimes, maya will show faceted shading on a mesh that looks flawless in max, in that case you have to check your smooth-group assignments. if you have accidentially assigned more than one smooth group to a face in max, you'll only notice it as soon as you bring the mesh into maya.