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Author:
valentin_baguirov
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Unreal Engine
help with geometry appearing broken in UDK
David-J
polycounter lvl 11
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David-J
polycounter lvl 11
Mar 2011
SO I am doing this small level and a perfectly normal mesh appears broken in UDK. I am using the unreal actor X static mesh exporter.
In Maya displaying soft and hard edges.
In UDK with some faces missing.
Any thoughts on why is this happening?
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Ben Apuna
Mar 2011
Hmm... I haven't used Maya + ActorX in a long time, but IIRC I had an issue similar to this when I forgot to triangulate a mesh before export.
You might want to try saving your meshes as FBX as well.
If that doesn't work then make sure all of your face normals are pointing outwards in Maya.
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tristamus
polycounter lvl 9
Mar 2011
What is the scale of your model in Maya? If it's too small on the grid, this will happen. Just try scaling your entire model up in maya, feeze transformations, center the pivot on the origin or whatever, and try again.
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haiddasalami
polycounter lvl 14
Mar 2011
As ben suggested try checking the face normals. Also check to see if all verts are welded.
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David-J
polycounter lvl 11
Mar 2011
Tristamus wins!!! It was the scale. Took me a while to figure it out.
Thanks everyone!
cheers!
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tristamus
polycounter lvl 9
Mar 2011
haha cool, happy it helped.
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You might want to try saving your meshes as FBX as well.
If that doesn't work then make sure all of your face normals are pointing outwards in Maya.
Thanks everyone!
cheers!