I'm trying to load in an fbx for a pretty simple chainsaw model, and when I import my fbx, it comes in looking like this
I'm new to nDo2, what am I doing wrong? My model is pretty straightforward, and was created in 3ds Max.
Thanks for the help!
note: I'm also new to polycount, so please let me know if I need to post this in another thread! thx!
Replies
PS. Axis - and it doesn't have to be triangulated
This works with sMax 2014, and tanks ... I'm now an artist, lolz
Max 2012 fbx 2013.3
FBX is not working correctly.
1. I use hard edges not smoothing groups (alah like Maya), and the viewer is giving triangle errors at intersections.
2. Model disappears once the screen tries to refresh after editing a normal level.
3. Importing parts of the model so I can zoom in closer does not work correctly. It either turns full bright/white, or it looses its uv layout.
4. I also attempted a obj to fbx conversion with the Autodesk freebie.. No difference!
For the love of all that is holy, can we please have an obj import?
Try adding a Turn_To_Mesh or Unwrap_UVW modifier to the top of the stack in Max before export. In addition to turning on Smoothing Groups and Tangents and Binormals. I've found those options only activate when those modifiers are in the stack.
Thanks for the info guys!
Thanks for the info guys!
I exported from 3DS Max 2014 with Tangents and Binormals, Triangulated, and Smoothing Groups checked on. FBX Type is binary and version is 2014.
I tried using 2013 version and 2010 version but those didn't work either.
Tried adding Unwrap UVW and Turn to Mesh to my stack... Still no luck.
Even tried opening up the file in Maya and re-exporting from there... No dice. (UVs were correct in Maya btw)
I'm seriously lost, any help would be awesome. Importing back into Max works absolutely fine. Here, it looks like my UVs are getting chewed up.