I did post this in the Unreal Engine 3 thread but I'm not sure if that is the best place. So I'm going to start a new thread.
Here is my problem. When I decided to import a door I made in 3ds max in the UT3 editor... I experienced some odd stretching of geometry.
Here is the 3ds max lowpoly wireframe:
Here are the 3ds max export settings:
Any ideas?
Replies
Xenobond: K I'll try that. The normal map doesn't have those marks in it.
The errors in your pic are NOT coming from any sort of smoothing group error, it's just bad triagulation. You have n-gons all over the place. Your models should be made up of quads and tris to help avoid smoothing errors.
to elaborate
your triangle problem is like someone not taking a bath. Putting different smoothing groups on each surface to hide the triangulation problem is like that person still not taking a bath and instead putting on makeup to hide their rough appearance. It will look OK but it wont always work and a lot of times will fall apart closeup. The best solution is to always take a bath (make good triangulation dammit) and it will help you avoid a multitude of problems.
I'm having another problem when imported it into UE3. The mapping coordinates that I set up in 3ds max are not transferring over. I don't know why, like you see in my first post, I did check off Map Coordinates when exporting. Any ideas?
Also, thank you thread for explaining some of my unreal/3dsmax annoyances. I assumed doing a 'clear all' in smoothing groups would harden all my edges. Apparently not. I need to do an 'auto smooth' with an angle of 0 for that to happen. What idiot decided to abstract the concept of edge hardness with "smoothing groups" in the first place? At least give the option to harden and soften edges as well...
Yeah the problem was the triangles.
Are people using Scanline or Mentalray when they render out the maps?