"Mesh Normals Invalid" when importing mesh
- November 1, 2021
- 7 replies
- 63870 views
Hello! I'm experienced with Maya and other 3d programs but am fairly new to using Substance. I'm encountering an issue I can't seem to find any documentation on: when I import certain meshes into Painter, it tells me:
"Mesh normals are invalid (some values are null) and will be recomputed"
...and then re-calculates the normals itself. My mesh has a lot of custom hard / smoothed edges, and when I bring it into Substance it basically softens all the edges, leaving it looking pretty gross. The mesh looks correct in both Maya and Unity, as well as in Blender.
Here are some things I've tried, unsuccessfully, to fix this:
- unlocking the normals in Maya, averaging them, setting them to face, etc. and then re-doing all my custom hard edges and re-exporting to Substance
- exporting as an obj and then re-importing into a fresh Maya scene, and then re-exporting to Substance
- the classic "cube trick" (combine the mesh with a cube, delete the cube faces)
- resetting fbx export settings and ensuring that normal data is exported properly
- doing a mesh > cleanup to make sure there isn't any nonmanifold geometry
- deleting my maya prefs
Often, after doing one of these troubleshoots, I then get additional error messages in Substance saying that my tangents / bi-normals are invalid, as well.
The only thing I have tried to fix this successfully was a tip I saw when googling the issue: importing my fbx into Blender and then just re-exporting it from Blender. I have no idea why this works but it seems to magically allow Painter to read the normals properly. It's unfortunately not a permanent fix; if I import the new re-exported fbx in Maya to edit it, and then re-export it from Maya and import it into Painter, it gets messed up all over again.
Does anyone have any idea what might be going on here, or how to fix this issue? It's happened with two different meshes for me now and is driving me a bit nuts. There are no real similarities between them other than initially being built in the same maya scene.
I've attached one of the problematic meshes to this post here. Thank you!
