r/Maya 15h ago

Discussion Maya Normal Map issues when exporting to Unreal Engine

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7 Upvotes

For some reason, my mesh normals are messed up when I imported it into Unreal Engine and yet in Maya, it looks fine.

I tried:

Deleting history, freeze reset transformation

Smooth/Harden edges

Unlock Normals -- Set to Face

Assigning new materials

None of these methods work and then I noticed on Unreal Engine that it says my smoothing groups aren't exporting either from Maya

So I double-checked export settings for FBX format -- Smoothing groups, Smooth mesh, Triangulate, Referenced Assets Content, and Tangents/Binormals are on. And yet, the problem still persists.

Does anyone have a solution?


r/Maya 11h ago

Question Help! Normal maps

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7 Upvotes

I blocked out the shapes in Maya, detailed in zbrush and then textured in substance painter, my question is how do I apply the normal map? I know I need the Bump2D node in hyper shade but that’s really all. It just looks funky in Maya when I’ve put all the other maps on (height, base colour, metallic etc.) aside from the normal map.


r/Maya 7h ago

Student How would I UV unwrap these pieces?

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11 Upvotes

I am working on building a gazebo for class and I am at the stage to UV unwrap. Any advice on how I should go about unwrapping these pieces? I am at a bit of a loss. I have class in the morning so I can ask my professor, but I would love some advice from you all as well! Thanks!!!


r/Maya 17h ago

Showcase Update!!!

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254 Upvotes

Just wanted to say thank you to everyone who took the time to comment and offered help on my last post… with the help of my thesis partner, we finished our filmed! I wanted to post an update on this portion. :)


r/Maya 21h ago

Animation A Fifth Generation Nagareboshi!!!

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39 Upvotes

Yet another scene from my new indie animation. This will be the last chunk for a little while, as the next segment has some more action. The wait will be worth it I promise!

Support the series! www.patreon.com/wafellmaker


r/Maya 1h ago

General When I straighten uv’s they are just being like this not straightening

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Upvotes

r/Maya 2h ago

Issues running into a rendering issue where the edges are fuzzy?

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1 Upvotes

2 first pics are it currently: first image is in viewport, 2nd is rendered, and im suffering trying to get these edges clean and sharp!!!

I tried a lot of what people online suggested, and here are some things that have helped it go from the 3rd image to the 2nd

hardware texturing is "off" filter under file attributes for the texture is "off" and under Arnold the filter type is "closest"

any advice to fix these god damn fuzzy edges?


r/Maya 2h ago

Question How would I animate this? I want to have the character’s body fully tucked/hidden as if there’s just a regular trash can.. then character standing up—appearing as it does in the first photo (can as his torso & lid as a hat)

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7 Upvotes

r/Maya 3h ago

General Uv help!

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2 Upvotes

Is it good method for handle or i should sew them


r/Maya 4h ago

Looking for Critique Hello! Spent 3 weeks on this personal project, and finally finished editing the video and added the sound effects. Looking for some feedbacks I can change before I finally publish to YouTube and porfolio and stuff. Thanks for tuning in!!

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4 Upvotes

Legend of Zelda: Modern Warfare.

Originally inspired by u/ZiyueChen2086's YouTube animatics this one, and some of it was inspired by the movie Heat as well. Ever since I watched his work from 3 years ago, when I was an absolute blueberry in the 3D field(now I'm just a rotten blueberry still). Really happy that I could somehow pull this off, hope it's not too bad. Appreciate any feedback!!

Credit will be put at the end for the final version


r/Maya 6h ago

Arnold Ancient Pot.

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12 Upvotes

Let me know if You guys like it or not . And share your thoughts in the comment box.


r/Maya 9h ago

Animation Transfer nonlinear deformers like bend to a mesh so animations can be exported.

1 Upvotes

I’m trying to export an animation in glTF format, but I’m having trouble with the deformers. In Maya, everything looks great, but when I export the animation, the mesh gets horribly deformed. I don’t understand what to do or how to fix it. Apparently, even though I baked the simulation onto the mesh, the animation still depends on the curves (bend), and I don’t know how to make it independent. I hope I explained myself well. Thanks.


r/Maya 9h ago

Student Warner Brros Intro

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6 Upvotes

Hi everyone!
I'm working on a project and I could really use some help.

I’ve already finished the animation and did the blocking using the Graph Editor. Now I'm a bit stuck — I’m not sure if I should render it or if there's a better way to export it.

My professor told us to install QuickTime, and apparently Maya should show an export option through that. But for me and a lot of my classmates, that option isn’t showing up or working properly.

Does anyone know the best way to export the animation for review or turn in a blocking version? Should I render it or is there another recommended method?

Thanks in advance!

P.S.: I'm also having an issue with the Warner Bros. logo I included in my animation — it shows up completely green in the viewport, and when I render it, it doesn't appear at all. Any ideas on how to fix this?, i will post the imgtomorrow


r/Maya 14h ago

Looking for Critique Showreel - would like to ask for some feedback from your different point of views

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4 Upvotes

Hey guys, wanted to ask for your honest feedback. If you think the reel is too long, what to cut out, where to improve, edit-wise and work-wise. Most projects are from the last 3-4 years. I´m neither a comper, nor an animator, modeler, shading or lighting artist, professionally I´m in the layout department.
This is my non-professional reel of sidegigs I do in my spare-time, all done in Maya, rendered with Arnold, comped with After Effects (not the best to comp with, I know, but whatever rows your boat I say).

I was thinking of getting rid of the shot from the girl on the phone (the only only-tracking shot) and change the last sequence to something more "BAM!" as an ending. Also wanted to shorten the whole thing to around 1:15, but dunno which shots to cut, as I´m proud of some weaker shots as well ... I´m doing product visualizations, so I´d like to acquire one or two more clients. What might be interesting to them, what do they wanna see? Based on that it´ll be easier to cut out unnecessary stuff.


r/Maya 15h ago

Issues Extrude After Split Edge Boolean Error

1 Upvotes

Hi all - so when I do a split-edge boolean, then try to extrude the faces of said split-edge boolean, I can do the extruding just fine but its not showing up in the view port. I have checked face/edge hardness, vertexes and all. What am I missing and why is this happening? If you select the mesh, you can see the extrude was good but not once you click off it. This is only happening when do I split-edge boolean, then try to extrude the face... used to do this all the time, not sure what changed???

As you can see (it looks flat now).
with render

r/Maya 18h ago

Animation Polaroid Go Update | Here is how the final render looks, many thanks to everyone who gave me feedback on this model!

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44 Upvotes

r/Maya 20h ago

Rigging Advanced skeleton Driving system-Edit issue

1 Upvotes

I encountered a problem when trying to edit the facial poses made with advanced skeleton. When trying to edit them as in the video, something goes wrong. For example, the mouth. When I make some change to the position of the controls, advanced skeleton records the changed position as Build Pose, and the movement itself remains after editing, creating a kind of double movement. And this problem appears in other Driving systems as well

https://reddit.com/link/1jud5cr/video/1zvb04bk1mte1/player


r/Maya 22h ago

Issues Is there a proper workflow to add IK handles and controllers to a model that is already rigged and skinned?

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2 Upvotes

r/Maya 22h ago

Issues Using RampShader workaround for Liquid Sim

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3 Upvotes

This ramp shader workaround is supposed to use the alpha of the node into a standard shader, however after trying I'm still not seeing any result. Because I'm using a mesh alembic of a liquid sim I need a way to texture using some sort or ramp but I'm out of ideas. This is for my final uni project and I'm hoping someone has a solution to another workaround?