Ok, So I've been using TS tools and the FBX exporter to get assets into UE4 and I've had consistent issues with the size changing and the faces showing up inverted. Ive reset the x form, reset the scale and transform, and its importing into the engine using centimeters. I have no idea why the faces are inverted, any help would be appreciated!!
Replies
The why of it is likely that the normals are flipped in max to begin with due to some quirk of the creation. Max doesn't default to enabling backface culling. select an object and right click, go to object properties, and select "backface cull" and see if the display changes.
Or you can pop on an "edit normal" modifier to see what your vertex normals are actually doing. Just be sure to change the ray length to something appropriate so you can be sure of what vertex each ray is coming from.
For size changing: Be sure that your system units are set to CM, not just scene units. Yes they are in different places.
http://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-69E92759-6CD9-4663-B993-635D081853D2-htm.html
and
http://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-69E92759-6CD9-4663-B993-635D081853D2-htm.html
Also if you're importing things to Max from FBX, don't leave on the "auto scale" checkbox. It will throw your reference sizes off.
Another way to check this is to select the object and right click on the scale tool. Check to make sure that none of the values in the Scale Transform Type-In box are negative.