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Funny faces after import

Hey. I received this model and quite a few others as a FBX . I noticed some of the buildings have this werid thing going on with the faces. Thought it was smoothing groups or normals, but after removing all smoothing groups to no effect, and flipping the normal still had no effect.

The only way ive figured out how to fix this so far is by deleting the polygon and then recreating a new poly. This would be ok to do if it were only one or 2 models but i have around 30 that have this problem.

I attached a render of what im talking about. on the left bottom big wall you cna see the polys are fine, because those were the 2 I just deleted/ recreated the poly.

Any ideas. It cannot be re exported. Again I have tried changing smoothing groups and adding a Normal modifier and flipping normals with no luck.

Thanks
Shawnwtfnormals.jpg

Replies

  • Ott
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    Ott polycounter lvl 13
    I've seen this happen a couple times with FBX as well. I can't tell you what exactly causes it, but I just do the usual hack-and-slash to get it to work.

    Use an Edit Poly modifier, then a UVWUnwrap over that, then collapse the stack.

    Try saving the object as a unique max file and then MERGE it into a new scene.

    Try attaching it to a box. Make a box, click attach, then select your building.

    Make sure you don't have any weird broken verts. I usually select all, and use Weld with a very small tolerance level. That should fix any broken verts.

    I've also found that sometimes this happens visually, but not when you render. (Obviously this one is a render, but I have seen it do this in the viewport but not in the actual render of the object.)

    Those are some of my workarounds. I see this happen frequently, and usually any of those tricks seems to smack it around enough to fix it.
  • Jet_Pilot
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    Jet_Pilot polycounter lvl 10
    Also Drop a normals modifier on it as well and check unify. Some times normals get wacky when they go through the import/export process
  • shawnzer
    Hey thanks for the help. Actually figured it out. Rather than trying just the regular "Normal" modifier, I messed around with the "Edit Normals" modifier. Ended up breaking all the normals by face and presto! All back to default normals worked perfectly.
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