Closed HI4AN closed 1 year ago
Hi,
maybe the issue here is that during FBX export vtx_color
variable had False value - it should be True.
This can be checked on LOD0 FBX file by:
If the head is black - vtx_color was False. If that is the case, set this True and export files again.
Hello again, sorry I didn't ask this earlier, but I'm clearly doing something wrong, even if I import the original MH into maya, I can't get the same result as in your screenshot, I don't have a head color, the color is only on the body, if you add a shader, the head becomes all black if I remove the material, the head becomes completely green, what could be the problem? And I also can't find the item you mentioned ("If that is the case, set this True and export files again"), where exactly can I set the value "true" in the settings?
Hi, I use DNA and I have a problem with the seam and eyes in Unreal. In maya, I made all the settings I needed, everything looks very good, but after I import FBX into Unreal and apply the original MH materials, I have unnecessary shading on my eyes when using the green channel, if I switch the channel to all, the problem with the eyes is solved, but a distinct seam appears between the head and body, caused by incorrect operation of normals, how can I fix it? I tried a lot of ways, re-transformed the attributes of normals in maya, experimented with different settings for exporting from maya and importing to Unreal, but I could not solve this problem, most likely I'm missing something in unreal, but I can't figure out what