Hello! It's been 10 years but here is the solution: In 3DS Max, in the FBX import dialog box, UNCHECK the "smoothing groups" box. Logic seems that you would want to CHECK the box, but don't. This seems to be the solution for whatever version of .FBX you use too. Enjoy!
That depends on how the file was exported - Maya is capable of exporting valid smoothing groups to fbx (it's a feature of the fbx format, not to be confused with max smoothing groups) and they can come through to max correctly Regardless though, on import you'll end up with explicit normals on the imported mesh. Any…
Have you made sure the studio and outsourcer are both using the same FBX version? http://download.autodesk.com/us/fbx/20112/FBX_SDK_HELP/index.html?url=WS1a9193826455f5ff-e569a012180ce5891-1ecf.htm,topicNumber=d0e3725 Different versions deal with things differently. Also make sure the same export options are used by all.
My studio uses 3DS Max. Our outsourcer has been working in Maya and importing to Max for delivery. Our Studio pipeline uses Max > FBX > custom engine. The problem is often the models come back looking fine in 3DS Max, but having broken vertex normals after exporting as FBX and converting to the game engine. There are…