Skeletal Mesh FBX issues

I’ve run into something of a problem with a character I’ve been building. Everything builds fine in Maya, but when I export the character into an FBX for UE4, it gets weird. Materials don’t apply properly anymore. When I import that FBX into maya, the same issue is apparent.

By materials not applying properly, I mean something applied to the FaceMaterial only covers about half of the face, and something applied to the body will cover random parts of the body instead of all of it.

Here’s and appropriate picture:

Looks like a material slot problem -> check if you have applied the right vertices to the material slots :slight_smile:

That could be it. What would be the best way to fix that? A quick google just shows some naming convention changes.

I dont know how to do it in maya (blender user ^^) but probably this link will help you: ://knowledge.autodesk/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/Asts-Assign-existing-materials-to-surfaces-htm.html :slight_smile:

That clears plenty up! thank you.