Are you using Maya? This has happened to me several times when I've edited a FBX-file rather than the original maya file. To avoid this I always make the desired changes in the maya file and then re-export the fbx-file.
If you want to fix the fbx-file you can go to Normals->Unlock normals and then redo the smoothing and re-export.
Don't know if this applies to 3dsMax though...
I tried that. this is weird. i only changed the uv on the model. did nothing to the topology or changes to the fbx. have tried to reset fbx settings on export as well.
Hmm. I exported it from udk and back into max now and i noticed all vertices were split up. I checked my original model and all was fine. Is there something i might have pressed without noticing in udk?
Replies
if max: reset smoothing groups by adding smooth modifer, collapse and then again asign one group
If you want to fix the fbx-file you can go to Normals->Unlock normals and then redo the smoothing and re-export.
Don't know if this applies to 3dsMax though...