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I've been scouring these forums trying to find a solution to my problem, which a number of people seem to have had... yet I'm somehow no closer to an answer now than when I started.
I'm trying to upload a Salarian (wooo Mass Effect!) character that was exported from Blender to Mixamo through a .zip file containing the .obj, .mtl, and texture files and while I've had no trouble getting the upload to go through + rigging and animating said character... I cannot get any sort of textures to show up on him whatsoever.
Every time he appears as this glossy/shiny/white alien. Obviously if you take the texture files away, he's a nice gray slab. I thought that maybe my 3 texture files (simple diffuse files) weren't being recognized/read correctly by Mixamo so I changed them from Gimp's .tga format to a standard .png but the problem persists. I have tried uploading Mr. Salarian as an .fbx file but Mixamo won't let that upload go through, though I suspect that is due to the fact that the salarian isn't quite humanoid enough.
I get the feeling I'm missing a crucial step here so can someone help a newbie out? I just started working with animations at any level yesterday and I think I can consider this my first roadblock lol.
I've attached a photo of the glossy white salarian and am happy to share the zip file I'm using to try and upload if it helps!
im sorry but thats all i can do because the [airquote] fix for both is to use standard file types... Mixamo is working and designed to take those old standards so you have two basic options;
use standard files or use something other than Mixamo
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he is human enough and has textures so Mixamo can rig him
the 'shine' as you put it is because [nvidia vs metal rendor different] and you are using metal which means your textures are not standard diffuse files
option 1 = just ignore it, the textures are there and the model will have them when you download it rigged
option 2 = convert your gloss and shine texures back into standard diffuse using any old image software including old builds of Photoshop
read this thread i walk someone else through the steps in Adobe Dimension
option 3 = share the model + textures and i'll take a look
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Thanks for the response! I did actually try the first option and download the model despite the shine. I had no trouble importing it back into Blender but when was all said and done, the textures were still not there and my model still resembled how it did in mixamo, as a shiny gloss (see first attachment)... Is there a way to fix the textures once the model is back in Blender? It's extra workflow... but I could theoretically do it.
If you would be willing to take a quick look I would GREATLY appreciate it! I'm having some difficulty attaching the .obj file to this post so is there an email I could send it to?
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Adobe creative cloud or other 3rd party options like dropbox allow you share files
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I see.. Let me see about getting that set up
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Here's a dropbox link! Hopefully I set that up ok. You should be able to see both a regular and zipped folder at that link.
https://www.dropbox.com/scl/fo/ahz4rf6cmrd7zy7z1uvlp/h?rlkey=k9x7c97c4f52rp5jut70mvj15&dl=0
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I appreciate you converting that for me but this doesn't help me address my main problems.
I still can't import any sort of fbx files into Mixamo and I still don't have a fix for the shiny white/glossing issue.
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im sorry but thats all i can do because the [airquote] fix for both is to use standard file types... Mixamo is working and designed to take those old standards so you have two basic options;
use standard files or use something other than Mixamo
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Sorry for the delay in response! Is there a tried and true way to standardize the texture files so that Mixamo will accept them?
At the end of the day, I think I can work around this by manually applying the textures to the figure in Blender but i'll need to learn how to do that lol
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the steps to convert depend on which software made the model