View Full Version : get some of the faces turning black when importing model
I have a little problem with importing. I want to get a model from Max to Maya. Havenīt gotten the 3D studio plugin to work in maya5. So what I have done so far is to export from Max and then import to wings3D and then export to Obj format from wings.
It works ok. Models from wings come with all vertex detach, so I have to merge all togehter in Maya. Then I get some faces turning black on the model. (The black faces donīt turn up if I smooth the model.)
But I am wondering if I can get some problems when start texturing the model.
any ideas!
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DELTAadmin
06-18-2003, 11:25 AM
If something is black in Maya, probably that object doesn't have any shader applyed to it. It occurs mostly when exported from an other app. Try creatying in the scene a phong shader and apply it to slected elements.
I did that before, but there is no changes even if I apply a shader to it.
DELTAadmin
06-18-2003, 11:34 AM
1. When importing generates a new scene I think that scene may be corrupt, try exporting and importing from and to maya
2. Try optymizing faces by Polygons>cleanup
Many thanks for your suggestions!
I seem to have work out the problem somehow. I deleted the one half of the model and then merged the vertexes. No black faces showing up now.
alexx
06-18-2003, 12:56 PM
i had that quite often when i get objects exported from softimage..
it somehow seems, that the vertex normals are locked in a wrong way..
me helped the following fix:
select the object
->edit polygons
->normals
->set vertex normal
in the options of that one, just check the field "unlock normals" and apply..
that keeps the object as it was and the black should be gone
cheers
alexx
anakinskywalker
06-18-2003, 02:11 PM
I think some of your normals are getting flipped. This happens if you import from different sources.. (people exporting from AutoCAD 3d to 3dsmax should know)
Select the the black face and lots of other faces around it and select Edit Polygons > Normals > Conform. The black face's normal should now look around to his neighbours normals and get his one in the same direction as the others.:)
Levitateme
06-18-2003, 06:21 PM
when i get the black faces/vertices. i just export as obj and import back in. so far that has worked everytime.
alexx
06-18-2003, 07:09 PM
jes.. quite often it is just flipped faces.. but i had harder ones.. and i only got them fixed with the above way described
cheers
alexx
Levitateme
06-18-2003, 10:13 PM
wow. thanks alexx.
TheWraith
06-18-2003, 11:39 PM
yep... normals issue most likely just as the others said. normals | set to face is what i normally go with as sometimes soften/harden doesn't fix the problem. also, there should be an obj exporter for max... might save you the step of having to use wings just as a translator.
Thanks to all!
I did another test and this suggestion fixed the problem
----------------------
select the object
->edit polygons
->normals
->set vertex normal
----------------------
there should be an obj exporter for max... might save you the step of having to use wings just as a translator.
I found one Obj exporter for Max2 that didnīt work with Max5. Wings3D (http://www.wings3d.com/) is a great inbetween program, it supports many well know file formats. Itīs in my top ten list. :thumbsup:
Levitateme
06-20-2003, 01:02 AM
wings has some amazing tools. the onse i liked the most i have found most in mjpoly tools. wings still has alot i would love to have in maya.
TheWraith
06-20-2003, 03:14 AM
agreed... i luv how you can split edges all around an object in wings... the subDivide in maya should have that option to only split the faces in one direction... would make adding detail not planned on soooo much easier.
Levitateme
06-20-2003, 03:53 AM
wraith, im sure you know this, but mj poly tools does basically everything you love about wings3d. after i got that, i havent used it since. wings i mean.
TheWraith
06-20-2003, 10:47 PM
i've heard of mjpolytools and it's greatness before and about the drawsplit tool and all but actually have never bothered downloading it! i dunno why but i always shy away from plugins. why doesn't a|w just build mjpolytools right on into maya? i hate how they do that stupid stuff. like the caustics plugin that has been on their site for years and yet they still don't have it built right on into maya..... sorta retarded. the tools already built, just have the installer install it! sheesh. is mjpolytools not from a|w? if not they should buy the rights to it and include it with maya 5.1 or whatever. same with the skin shader! why the hell isn't it just INCLUDED with maya 5????
Levitateme
06-21-2003, 12:07 AM
mj poly tools, that isnt AW. that is just soem guys scripts that are a blessing! i know what you mean, i would post on aw site tell them what you want like alexx says, i think its alexx. always telling people complaining about it here wont do anything. i complained to em about the bevel tool...see how well that turned out! i also mentioned all the poly tools in wings3d. but i doubt its ever going to happen, in my opinion aw is lazy. so we agree:) but if i was you i would really lookinto the mjpolytools, draw split tool. also make sure to get clay doughs, draw split add on, that is always helpful. ok cya
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