Hi Guys,
I’ve got here a model that has been built and baked in 3DS Max (ver 2012 64 bit) but needs to be rigged, animated and exported from Maya (ver 2011 64 bit) using Open Collada (ver 1.4.1).
Purely importing the model (.obj) assigning the game shader (.cgfx) and exporting it (.dae) to our in house engine results in a model that shades as expected. Sadly, so far as I can tell doing pretty much anything else in Maya to the model results in very broken shading as the image attached shows.
I’m fairly sure this is a model normals thing rather than something to do with the normal map as I’ve tried normal maps baked in both packages and get the same results. In Maya I’ve tried unlocking the vertex normals, softening all the edges and running this script http://jonathonstewart.blogspot.co.uk/2012/10/script-harden-edges-of-all-uv-borders.html which hardens edges along UV borders which is what the Max artist does but I get the same bad results.
Has anyone encountered this before? Any ideas?
Thanks,
~D