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FBX Export issue with UV
Closed, ArchivedPublic


System Information
Windows 10, i5-2400, GeForce GTX970

Blender Version
Broken: 2.79 bb98e83b99e
Worked: Can't find a build that does

Short description of error
There is a problem with UVs when exporting FBX to Maya/3ds Max.
Overlapped UV shells welds in 3dsMax(look screenshot)

Overlapped UV shells randomly rip ups in faces in Maya(look screenshot)

Exact steps for others to reproduce the error

  1. Add a cube.
  2. Unwrap each face as single UV island
  3. Stack UV shells on top each other
  4. Subdivide Cube
  5. Export to FBX
  6. Import to 3dsMax
  7. Import to Mya



Event Timeline

Bastien Montagne (mont29) triaged this task as Needs Information from User priority.

Please follow our submission template and guidelines, also read these tips about bug reports, and make a complete, valid bug report, with required info, precise description of the issue (only ONE issue per report!), precise steps to reproduce it, small and simple .blend and/or other files to do so if needed, etc.

Anyway, don’t think that is Blender issue… Maya and 3DSMax are probably doing some post-loading processing to 'sanitize' the geometry, which leads to those weird results. If you can export and re-import sanely in Blender, not much we can do.

konstantin (miller) updated the task description. (Show Details)
Bastien Montagne (mont29) closed this task as Archived.Sep 8 2018, 5:27 PM
Bastien Montagne (mont29) claimed this task.

OK, tried exporting/re-importing into Blender, result is somewhat similar to Maya one (though no stray faces in UV map).

Thing is, FBX only support basic UV map, not UV seam edge data. So i guess with that slightly weird UV map, all three apps rebuild their data as best as they can from incomplete FBX info. Not much we can do here am afraid, thanks for the report anyway.

Thats sad. So what can we do to transfer meshes between apps without data loss? Can we fix collada exporter?