Ever since I discovered how to use
Face-weighted normals, I've been using them on most models that I create. This however has caused me a few issues when loading the models into Unity.
I'm using 3DsMax to export my models.
I first discovered the errors when using the FBX exporter and loading those into Unity. Could not for the life of me figure out how to fix these errors so I tried other formats.
OBJ seems to work just fine and I used those for my last project.
However in my new project I also need UV2 information and it doesn't seem like OBJ's actually store that information in the mesh.
So, now I'm back to FBX and trying desperately to get them to work properly.
These are the
export settings that I'm using in 3DsMax.
I feel like I've tried every combination of checks that I could think of would make a difference, for example turning off smoothing groups and such.
The model as it looks inside of MaxI tried importing the FBX file back into Max, and
this is how it looks.And finally this is how the model
looks inside of Unity with these
Import settings.So what exactly am I doing wrong? Is it an export/import setting or should I be using another format?
Replies
So you in your FBX settings you need to:
Disable "Smoothing Groups".
Enable "Split per-vertex Normals".