i dont know if some one can help me but i am having trouble when importing meshes into unreal engine in 3ds max they lock fine and connected but when i put it into unreal there are gaps missingin 3ds max
in unreal engine
i dont know if some one can help me but i am having trouble when importing meshes into unreal engine in 3ds max they lock fine and connected but when i put it into unreal there are gaps missingin 3ds max
in unreal engine
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all the verts welded? Xform reset? maybe normals are flipped.
is there any way to check all those
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there is a tut around here or in perhaps one of the UDK videos that shows how to export a model.. You may have not checked something off in one of the boxes in the export process as well.. Umm.. as far as checking.. try selecting a vertex and then moving it away from its position.. if there is another vertex there after you move it then that is the problem.. or make a selection around a vertex and look at the vertex count for that vertex.. should have a unique vertex number shouldnt not say.. vertices 2 or 3 or whatever.. just vertex #2 or 3 or what have you.. or run a stl check on the model in the modifier panel.. might only work in editable poly mode..
curious as to why your mesh is editable mesh and not editable poly?
I was thinking it might be the normals going the wrong direction as well. I had a model looking similar to this (with the gaps), I went back and check my normals and they were flipped.
I don't know how to check in Max, I use C4D, then export in Max. Sorry. : \
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I had this problem too.
I'm pretty sure that the problem is that your object has vertexes that are too close together.
Here's how I fixed it.
I scaled the object up to 1000% of its real size, then reset the x-forms and exported it. The export process saw the vertexes as a large distance apart, and exported all the polygons.
Then I re-scaled it down again in the engine.
However, no matter how I do it, I'm unable to get the UVW mapping for the LightMass build to work. It's a total mess.
Clamps
Let's hope in a good working .fbx import to get the models inside the UDK this would save a lot of the problems many are experiencing included myself to import models inside the udk.
I was used to to that job ina few minutes not hours this is right now the real and maybe only problem but it's a big one, import need more choices and formats or at least a good implementation of a standard like the fbx
Export as ASE, forget FBX and Collada.
Make sure to have these options set
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