Maya :: FBX Export - No Colors Or Texture
Oct 8, 2011Maya 2012: When I export to fbx all I get in the end result is the shape. No colors, no texture, nothing else. I've been through my two books and YouTube.
View 9 RepliesMaya 2012: When I export to fbx all I get in the end result is the shape. No colors, no texture, nothing else. I've been through my two books and YouTube.
View 9 RepliesSent to Mudbox working fine and i can see all uvs and so on, however sent back to maya with UVS and textures giving me hard time, whatever i do it always send it to maya with black textures. I have 3 layers on normal,spec and diffue...
View 1 Replies View RelatedCan Revit export to Autodesk Maya and retain all the texture information?
View 5 Replies View RelatedWhat i would like to do is add a background texture to an image that already has color without the texture pictures color taking over, how can this be done?
I am using an apply texture plugin, but once again it applies the texture and the color of the picture , all i want is the texture.
I am trying to add a fabric texture to some colors but dont want the texture to adjust the color.
View 9 Replies View RelatedWith Nitrous enabled i am not able to both see the vertex color and the texture, applied to an object, at the same time.
It works as expected in the DirectX mode.
Using maya 2013/MR to render with the optimised texture(the converted .map textures in sourceimage/cache)
i have done some tests on this issue, and kind of confirm my maya 2013/MR would not utilise the .map textures at render time, whereas in maya 2009/MR, i can clearly see the render progress window indicates that the .map textures are being used at render time; plus, with maya 2009/MR, i can see obvious memory drops when batch render with the optimised textures.
Why maya 2013/MR would not use the .map textures? or did i mis some new setting somewhere with 2013?
Whenever I embed media into my model, it embeds the texture as a TIF. The texture is originally a bmp, so I don't know why it changes it to TIF.
Is there any way I can change this TIF to TGA or something else when I export?
I have an imageplane attached to a camera. If I use an image, it shows up in all view-ports fine, however if I change the mode to texture, nothing shows up, either in dx11 or opengl mode. It is there though, and correctly referenced, as it shows up correctly when I render.
Am I missing something, or is it just broken?
Hi i have an image and i would like to copy all its colors and skin texture from here onto another different body!
View 1 Replies View Relatedi have an image and i would like to copy all its colors and skin texture from here onto another different body!
View 4 Replies View RelatedI am working in the Hypershade in Maya 2009. I need to see my place 2d texture nodes for my file textures.
Somehow they seem to have disappeared completely. There are no nodes in the utilities tab, and expanding the network to see inputs and outputs is not showing them either.
I noticed recently that the textures in one of my scenes are very dark in the viewport with "texture view (number 6)"
View 1 Replies View RelatedI created a model with UV textures.
I loaded in a lambert with a psd file on the model.
But none of my drawing from the psd file will show up on the model.
I am currently trying to make a symmetrical texture map for my character.
For example, I want the arms of a character to share the same texture pattern.
But I can't place the UV shell corresponding to one arm on top of the piece corresponding to the other arm because it doesn't match without flip.
If I'm trying to flip this shell it becomes shaded with a semi-transparent red color. But all UV shells must be shaded with blue and have a clockwise winding order. Am I right ?
Is there a way to reverse the winding order so the UVs match the original half's without physically flipping the UV shell on the U or V.
No matter what changes I make in the UV texture editor, the texture on my model doesn't change (with the colors I put on it until I finalized the UV map, it would be pretty obvious). But nothing happens. Move UVs, Rotate UVs, Scale UVs--does not change the texture on the model.
Am I missing something? This all used to work just fine. Is it a setting change? Is this something caused by brining a Maya2010 file into 2011?
while working in "UV Texture Editor" and i select the shape, i keep getting a warning down at the bottom that says "//Warning: Some items cannot be moved or rotated in the 3D view." how do i disable this warning? earlier, this message wasn't showing up, but i must of pressed something on accident and enabled an option somewhere. The rotation box up in the right hand corner is gone too.
View 1 Replies View RelatedI'm tyring to use the 2d Interactive Placment Tool without success. I can see the red box, I can see the arrow cursor and when I click I see the little arrow and box, but when I use the mmb nothing happens. I've seen a video demo and it works there, but when I try it no joy, very frustrating.
I drew a shape with the bezier tool and filled it in with the planar tool resulting in a shape that the Outliner calls a PlanarTrimmedSurfaceShape - I can see the texture, but it's wonky.
so in the texture editor. as far as i know we can only move the verts around (with F12). we can select edges, to see where they relate on the mesh, but we can't move them. is there any way to move edges of the layout??
View 3 Replies View RelatedI am trying to paint a texture map in detail with Photoshop. the uv map is not ready, or it appears not to be.How do I separate/unwrap these uv's for easy texturing in Photoshop.
View 7 Replies View RelatedI'm trying to assign a jpg file to an eyeball and the file (containing the retina of the eyeball) comes out enlarged, even though it is not supposed to.
I'm using Blinn Material and hypershade to bring that texture to the eyeball, but every single time I try it, it comes out enlarged (see image attached). I've made sure I click on the Planar Mapping key before I try to copy the image onto my eyeball. I've also tried modifying the size of the image on Photoshop but not luck. If it matters, I'm using Windows 7.
Query on rigging, more to do on skinning. If my uv is a multi uv layout (0-1, 1-2 and so on) for a model then I am able to get the maximum size of texture for each part of the model.
When I take this to rigging then the model gets a default bind skin properly.However when we try to paint skin weights it starts behaving erratic after some time.I feel this could be due to the multi uv set feature.Is there a solution to work around this?
For certain and obvious reasons i need to delete history, problem is since i never deleted it, certain problems occur, like the very binding of my character to the skeleton is undoed, is there a way out of this mess, i just want the texture to stop moving when animation starts.
View 2 Replies View RelatedI have keyframed some ojects. I then set up a camera projection texture at keyframe 179
Is it possible to create a Texture Reference Object from keyframe 179 so this texture will stick to the geometry throughout the sequence?
I’m working with an external team of artists and they supply meshes to me in .3ds file format. They just upgraded to 3ds Max 2013, and now the materials defined in the .3ds files don’t seem to have textures associated with them. I can see using a binary diff on the file versions that the material names have also been contracted to just their first letters. I have found the material names elsewhere in the file, but not the texture filenames.
Has something changed in the .3ds exporter with Max 2013? The files are coming out significantly smaller, which is good, but without the textures in materials I can’t use them.
When I export an FBX file from 3DS Max it is using the full path to each texture. I would like it to either use a relative path or just export the name of each texture without any path. How can I do this?
View 1 Replies View RelatedI'm looking for a plugin to import and export Unreal Texture Packages, or UTX files, as I am modding Unreal Tournament.
I looked, and I could not find a UTX plugin. I did find a VTF plugin a while back, so I know that people are making PDN plugins to work with the modding communities for games.
why is it that anytime i try to combine to meshes (which were originally one mesh to start with) with different colors on them i loose the colors on both after the combine operations is invoked? It's pretty much a door with one color on one side and another on the other side. I extracted the face then painted it a white color after painted the other side a dark color. When i position them back to combine the colors disappear and goes back to that default grayish color.
View 4 Replies View Relatedimporting Adobe Illustrator files into Maya. Well, now I've solved the problem and was able to export my "South Park" like character (made with CorelDRAW). The problem is that, though the model had colors in CorelDRAW, the model as it appears in Maya, has no colors. It's just curves. How to add colors to the model, while mantaining exactly the same colors it had.
View 1 Replies View RelatedHow come sometimes when I open someone else's PSD file it shows up in kinda a wrong tint of colors. Then when I export it, it is the right color. For example, I open something that is sapposed to be grey, but is kind of an orangey-grey....but when I make my changes and export the slices to JPEG format, it is the right color grey.
View 1 Replies View RelatedI can't seem to export any geometry to .fbx. Not even a simple sphere. The script editor reads:
file -force -options "v=0;" -typ "FBX export" -pr -es "C:/Users/showme/Desktop/test.fbx";
// C:/Users/showme/Desktop/test.fbx //
But no file is saved. No problem saving .mb to the same directory so it's not a folder-lock issue. I have tried uninstalling/reinstalling the complete Maya 2013 package but to no effect. I need to export to .fbx in order to get the exact camera position along with my geometry to modo.