Thanks for your reply.Maybe you guys right. just i am just thinking when i do same model in blender ,how blender fbx export works. and how 3ds max fbx export doesnt work.
Hello I have a question. Whenever i want to export my model from 3dsmax 2012 as fbx file. My vertex colors having blurry result. When i export this as open collada i dont have any problem. I need my model in FBX file. Any idea to solve this problem?
Looks like the vertices gets welded together either upon importing into Unity, or when you export the fbx. So it can't have the sharp transitions anymore.
No you need to manually split the vertices if you want to allow this. Smoothing groups are simply a way to get multiple vertex normals into a single vertex. It doesn't actually duplicate vertices in the exported file. Only in the GPU for rendering.
i dont think Unity has a problem about this. Because when i import back this fbx model to 3dsmax. I have the same blurry result. When i export my model as collada and then if i use fbx converter software then it works. But i lose my rigging settings , if i do it so.
Yeah this is an issue with old exporter. I think you can update the exporter even on old max versions. But just in case, here's a maxscript to add support vertex to handle vertex color/alpha by face, thanks to polytools3d on cgtalk. Has to be an editable mesh i think. </code><code>( fn BreakVerticesByColorAndAlpha node = (…
animulator you might want to try a newer version of FBX. I ran into similar issues in Unreal when I was using FBX 2013, it became a non-issue after we started using FBX 2015 and 2018. It might have been something they changed in Unreal too, because we jumped from 4.12 to 4.20 about the same time. But it wouldn't surprise…