Member Elowan Posted December 30, 2014 Member Report Share Posted December 30, 2014 hello, I get a strange "empty" UV set for objects, that I import into MODO from 3DC. In 3DC, I "AUTOPO" some objects (without creating UV´s!) and export as .fbx Then, in MODO, I get an "empty UV-set", that I can not remove (found no way yet) - see images Is there a way to get rid of this?! Cheers! Quote Link to comment Share on other sites More sharing options...
Javis Posted December 31, 2014 Report Share Posted December 31, 2014 I've also had this happen a few times, as far as the empty UV map goes. It's a pretty odd one that I have not been able to narrow down and make it reproducible. The empty mesh item on the other hand, I have not had happen before. Which build of 3DC and Modo are you using? Quote Link to comment Share on other sites More sharing options...
Member Elowan Posted December 31, 2014 Author Member Report Share Posted December 31, 2014 Hello Javis, I use 4.17. Cuda DX 64-bit Windows and Modo Indie (801 SP3) The problem with empty object is solved - just the issue with the strange, empty UV-Set is left... Happy new year Quote Link to comment Share on other sites More sharing options...
Member Elowan Posted January 1, 2015 Author Member Report Share Posted January 1, 2015 Ok, even when doing a complete UV-Unwrap in 3DC - the exported fbx will not have any UV´s in MODO. But - when exported as obj, everything is fine - the UV´s are present and there will be no empty UV-Set (!) So, maybe it is an issue with the fbx-exporter? Happy new year Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted January 1, 2015 Contributor Report Share Posted January 1, 2015 Or an issue with the Modo importer. If i export a fbx from 3d coat and import it in Substance Painter, everythinks looks OK. No missing UVs at all. Quote Link to comment Share on other sites More sharing options...
Member Elowan Posted January 1, 2015 Author Member Report Share Posted January 1, 2015 (edited) Hey Malo, The problem isn't a missing UV set, sorry I was not clear on that. The fbx exported model from 3DC got an empty UV set, when I open it in modo... It is empty and can not be deleted in modo. I made just a simple, quick unwrap in 3DC - three separate uv islands and exported as fbx. After that I exported the same object as obj. In modo, only the obj model got right UVs, I made in 3DC - the fbx export did only have an empty Uv set, see first posting... Edit: But you're right - will check fbx in another app..could be the modo fbx importer, instead the 3DC exporter Cheers Edited January 1, 2015 by Elowan Quote Link to comment Share on other sites More sharing options...
Advanced Member RabenWulf Posted January 1, 2015 Advanced Member Report Share Posted January 1, 2015 So since I have all the software mentioned in this thread... I did a few tests.When you export a retopo mesh as an fbx and load it into Modo Indie you do get a blank UV map taking up a UV slot. You cannot delete or edit this.My guess is that it has to do with some ID info is missing from the export, it still sends out a UV even though nothing is present, no name or anything else to go off of.To get around this, just generate a UV inside of 3d Coat before exporting. This way when you load it up into Modo, the UV channel will have a name and can be deleted or altered.So, before exporting a retopo as an FBX in 3d Coat, just generate a junk UV map first before exporting. Thats all. Quote Link to comment Share on other sites More sharing options...
Member Elowan Posted January 1, 2015 Author Member Report Share Posted January 1, 2015 Thanks for testing - are you the guy from modo indie on steam forum? AFAIR I did make a trash unwrap in 3DC - but this was not showing up in modo... Maybe I did it wrong in 3DC? I just clicked "uv unwrap" when in retopo room and then went To file export right after that. Maybe I had to confirm or click anywhere else to accept the unwrapped uvs? Cheers Quote Link to comment Share on other sites More sharing options...
Advanced Member RabenWulf Posted January 1, 2015 Advanced Member Report Share Posted January 1, 2015 (edited) Yep thats me. =)I did a quick retopo, then exported as an fbx into Modo Indie, which revealed the same problem you saw. Then under the same retopo menu in 3d coat, I clicked unwrap. Exported again, the problem went away.From there its possible to just edit or delete the UV channel.Did you check to see if a UV was created in 3d coat? Also export retopo mesh? I cant think of anything else. The same issue appears in Modo 701 btw.Also: I noticed something weird going on with the normals of the exported retopo mesh. Fixed by using Farfarer's vertex normal toolkit, but that is not available to Modo Indie users. Edited January 1, 2015 by RabenWulf Quote Link to comment Share on other sites More sharing options...
Member Elowan Posted January 1, 2015 Author Member Report Share Posted January 1, 2015 Hmmm, maybe that was no retopo model but just an imported one, that was not newly generated.... Ok, I would say we have found the problem (maybe a final check when open fbx in another app, than modo) Greetings Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted January 1, 2015 Contributor Report Share Posted January 1, 2015 @Elowan I understand, now. Have you baked your retopo into the paint room befor export? Maybe it helps if you export your model after baking. I dont have Modo so i cant test it, (Ein Schuss ins Blaue wie man so schön sagt) Quote Link to comment Share on other sites More sharing options...
Member Elowan Posted January 2, 2015 Author Member Report Share Posted January 2, 2015 (edited) Did a final test, imported the fbx (the one that I did not UV-unwrap in 3DC) into blender. Well, in Blender it has one UV set, which could be edited - but it´s not empty. (did not manage to delete it, but maybe that´s my missing blender skillz) Somehow it contains all the polys in one square island overlapping each other... (hope that makes sense?) In MODO there is an empty, non editable UV-Set present, which shows no UV-Islands in UV editor, when selected. When exporting/importing the same model, but as obj instead of fbx, there is no UV map present, not in MODO and not in blender... (which is, what I expected) Cheers! Edited January 2, 2015 by Elowan Quote Link to comment Share on other sites More sharing options...
Advanced Member Solution RabenWulf Posted January 2, 2015 Advanced Member Solution Report Share Posted January 2, 2015 Just talked with a certain someone working for the Foundry, they are aware of the issue of blank UV channels being uneditted/deletable, and are working on a fix for furute updates. So at least theres that. =)Cheers. 1 Quote Link to comment Share on other sites More sharing options...
Member Elowan Posted January 2, 2015 Author Member Report Share Posted January 2, 2015 Great to hear that, RabenWulf Cheers! Quote Link to comment Share on other sites More sharing options...
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