jonosf
02-20-2009, 05:50 AM
A question for any other modonauts that use FBX to transfer geom between modo and Maya -
If I create a uv map in modo and then use FBX to bring it into Maya random UV's around the edge of the map are split - ie they are not all sewn together, causing the smoothed (sub'd) shell to have distortion and stretching.
On larger assets this is a tedious process to clean up.
So - Does anyone know how I can get FBX to have a clean/sewn up uv shell on export? Any hints or tips would be most welcome!!
Thanks in advance
(oh yeah - this is in Maya 7.01... still... maybe production will let us move to 2008 soon)
-jono
Jon Farmer
San Rafael
Following are the same object and uvs in modo and maya
Original in modo
http://trylondesign.com/modoImages/modoUV_1.png
Sub'd in modo
http://trylondesign.com/modoImages/modoUV_2.png
Maya with FBX import - Notice the cut edges where the edge uvs are split
http://trylondesign.com/modoImages/mayaUV_1.png
Sub'd in Maya
http://trylondesign.com/modoImages/mayaUV_2.png
If I create a uv map in modo and then use FBX to bring it into Maya random UV's around the edge of the map are split - ie they are not all sewn together, causing the smoothed (sub'd) shell to have distortion and stretching.
On larger assets this is a tedious process to clean up.
So - Does anyone know how I can get FBX to have a clean/sewn up uv shell on export? Any hints or tips would be most welcome!!
Thanks in advance
(oh yeah - this is in Maya 7.01... still... maybe production will let us move to 2008 soon)
-jono
Jon Farmer
San Rafael
Following are the same object and uvs in modo and maya
Original in modo
http://trylondesign.com/modoImages/modoUV_1.png
Sub'd in modo
http://trylondesign.com/modoImages/modoUV_2.png
Maya with FBX import - Notice the cut edges where the edge uvs are split
http://trylondesign.com/modoImages/mayaUV_1.png
Sub'd in Maya
http://trylondesign.com/modoImages/mayaUV_2.png
