


Maya Help | Working in Maya in different scales | Autodesk (Maya 2022)Įxport as FBX. Instead, do not change Maya’s default working units and adjust your grid to align with the scale of the project you are working on. This happens with multiple meshes (static objects and rigged characters).Īlso just going from Zbrush (with an x normals bake) to unity with no blender involvement works fine on the mesh (it just isn't rigged :( ).Sometimes you may want to change Maya’s default settings, either to simplify workflows that involve software that uses a different scale, or to correspond with other measurements, for example, Imperial units. You can change the default working units in Maya, which are in metric, but it is recommended to leave them unchanged as some tools in Maya have a set type, for example, Nucleus and Bifrost are hard-coded so that 1 unit = 1 meter, regardless of working units.

I thought that the Zbrush UVs had come across fine as the texture is displayed properly in blender, but perhapse they are not assigned as UVs in blender? I have no idea about UVs in blender. Hence I am assuming my UV has issues (or blender has created a new default one in the export?. But when I drag my textures (normal and diffuse) onto the FBX mesh (which should have exported with the UVs) its like the UVs are completely different or massively messed up, we are not talking a few stray seem artifacts, but rather a complete picasso, with large sections of black on the model where the bg of the diffuse is being used. Now when I export FBX to unity the model comes across fine with anims etc.I then put in a meta rig, rig it, weight paint, animations etc. In blender I can view my textures by pressing alt z and they look fine, and also when I render.I then hit GoZ and all goes across to blender perfectly I wanted to share one of those objects with an artist, so that they can create a new model on top of that model, so I exported the fbx from Unity using one of the Unity fbx exporter assets. I save a UV map (from UV master) on the low res in Zbrush and polly paint my high res and create a normal and diffuse map from it. 1 I have downloaded a Unity asset which included lots of 3d models with textures/materials etc.Would love some help with this as Im probably missing something simple so here's the issue.
