Announcement

Collapse
No announcement yet.

Trouble with meshes in unreal

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Trouble with meshes in unreal

    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 missing in 3ds max in unreal engine

    #2
    all the verts welded? Xform reset? maybe normals are flipped.

    Comment


      #3
      is there any way to check all those

      Comment


        #4
        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?

        Comment


          #5
          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. : \

          Comment


            #6
            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

            Comment


              #7
              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

              Comment


                #8
                Export as ASE, forget FBX and Collada.

                Make sure to have these options set

                Comment

                Working...
                X