I have some meshes I'm trying to export from modo to maya but cannot seem to get them to export with their UVs intact. If I export to obj I get no UVs and if I use fbx I get skewed UVs. Below are my modo UVs and my maya UVs. I don't see option-boxes when exporting so I'm not sure what else to test but could sure use a hand…
Do you have only the one UV channel? Any other odd vertex maps showing up? Do a simple test with a new scene / cube and export that to maya and see if it works. Export settings are under System>Preferences>FileIO It looks like the uvs are intact but vertex order or something is messed up. Are you sure this isn't a maya…
I've run into weirdness with this a few times. Make sure to run your mesh cleanup, and have clean uv's throughout your mesh. Also, try exporting an fbx with your UVs named with default 'Texture'. If that doesn't work, i'd try an export with your uv's named 'map1' since Maya looks for that. That used to be an issue with…
Glad you got it sorted. I work between modo and maya pretty frequently, and have pretty much abandoned .obj as an export format. I've only ever had issues with it. .fbx is infinitely better than it used to be with previous versions of modo
Appreciate the help guys! I ran a mesh cleanup (hadn't done one in too long), changed the UV set to "map1" and all this talk genwu's talk about cleanup made me think the mesh might could use a quick quadruple. I don't see a change but regardless, fbx is working just fine now. obj is still acting up but as long as I have…
If you're getting no UVs from OBJ format, it suggests that some polygons have no UV coordinates. With OBJ, UVs are all or nothing. That might explain the strange UVs you've got there via FBX. There is an issue with FBX UVs that I've bugged and should be fixed in SP3... but it results in too many UV splits, rather than too…