It might be tri-stripping, did you try triangulating the meshes before export? Max allows you to have hidden edges flipped anyway you want them, other programs assume all of the edges flow one way and even force it.
Max: [/][\][/]
Others: [/][/][/]
I believe FBX warns you about this and "corrects it" for you.
TO triangulate without being destructive to your quads, toss a "Turn To Poly" modifier on top of your stack and set the "Limit Polygon Size" to 3. You can turn off the modifier or delete it and you're right back to your quaded mesh.
I think you can also have FBX triangulate but I'm not sure if it does that before or after it forces tri-stripping... you could check by importing the FBX and checking it against your original mesh.
If you can try using the SBM xnormal exporter that is installed with xNormal. Put an edit mesh under your projection modifier and Export Sel>SBM>Low Poly. This packages your LP mesh with the cage in one file.
That was it, and that turn to poly trick is awesome, never knew that, I hated duplicating my meshs for a triangulated version and non triangulated, and apparently .fbx can't be trusted to triangulate it correctly lol.
This is me banging my head against the desk for not suggesting this. Somethings become muscle memory and we forget that it is part of the process, this is case in point.
Replies
Are you exporting using .obj by any chance? You should turn off all options underneath the "Optimize" heading if you are using .obj.
Also, it might be xnormal. I haven't had success with this, but worth a try.
In xnormal go to the plugins button on the bottom left of the main UI. Then Triangulators tab --> select "Default Triangulator --> Click configure
The two settings in there, Jogshy suggested might cause your error, try turning those off/on and see if that fixes it.
Max: [/][\][/]
Others: [/][/][/]
I believe FBX warns you about this and "corrects it" for you.
TO triangulate without being destructive to your quads, toss a "Turn To Poly" modifier on top of your stack and set the "Limit Polygon Size" to 3. You can turn off the modifier or delete it and you're right back to your quaded mesh.
I think you can also have FBX triangulate but I'm not sure if it does that before or after it forces tri-stripping... you could check by importing the FBX and checking it against your original mesh.
Works every time.
This is me banging my head against the desk for not suggesting this. Somethings become muscle memory and we forget that it is part of the process, this is case in point.
Glad you have it fixed.