My studio uses 3DS Max. Our outsourcer has been working in Maya and importing to Max for delivery. Our Studio pipeline uses Max > FBX > custom engine.
The problem is often the models come back looking fine in 3DS Max, but having broken vertex normals after exporting as FBX and converting to the game engine. There are generally 2 kinds of errors:
1.) the vertex normals are broken. the fix is to add an "Edit Poly" modifier to the model in Max (breaking the normals) and then reassign smoothing groups.
2.) specific to mirrored UVs: fixed if you duplicate and mirror the geometry.
I am investigating with the outsourcer to determine the intermediate format. (Maya > FBX > 3DSMAX or Maya > OBJ > 3DSMAX)
I know this sort of thing has been discussed before (at least issues #1) , but a quick google wasn't yielding any threads of use.
Ideally we can isolate the causes get the assets fixed without any post editing in Max.
Does anybody have some advice for smoothly going from Maya to 3DS Max while avoiding vertex normal issues?
Replies
http://download.autodesk.com/us/fbx/20112/FBX_SDK_HELP/index.html?url=WS1a9193826455f5ff-e569a012180ce5891-1ecf.htm,topicNumber=d0e3725
Different versions deal with things differently. Also make sure the same export options are used by all.
I see this thread is old but, I thought I'd revive it. I am having the same issue however, I work in Maya and I need to import my meshes into Max (our tools are limited to exporting game meshes from Max only). It seems the problem is Max has independent smoothing control through vertex normals and smoothing groups and Maya simply relies on vertex normals. Is there some file translation script or plugin that can do a better job of normal/smoothing group conversion? Is there some process I can go through to get my meshes to import normal/smoothing group info properly?
Thanks!
http://buliarcatools.blog.fc2.com/blog-entry-1.html
In 3DS Max, in the FBX import dialog box, UNCHECK the "smoothing groups" box.
Logic seems that you would want to CHECK the box, but don't.
This seems to be the solution for whatever version of .FBX you use too.
Enjoy!
Regardless though, on import you'll end up with explicit normals on the imported mesh. Any further mesh edits will require that you reconstruct the normals so you might as well assume that you're going to need to rebuild them in your primary DCC