So, Im still fairly new to UDK. Im working on a project with classmates for a Course Project. One of the items in our game is a Candelabra. I have modeled the candelabra in 3DS Max. I have the middle stem and the arms as separate models, as well as the two Skinned to the same bone structure (the candelabra is going to be a pickup "weapon").

In Max you can see everything is fine with the model. However, upon Importing it into UDK, the arm model consistently has its normals reversed to point inward.

I've read about smoothing groups, doesnt fix it; Ive read about Max's Edit Normals, Tangents and Binormals, and Explicit Normals, doesnt fix it. The only real odd thing I did with the model was using the Bend modifier to create the 90 degree bend in the arm model, followed by mirroring and welding the middle vertices together.
If I have to I'll remodel the thing from scratch, but Id hate to waste a perfectly good model I spent a good time creating. Any help will be most appreciated!
PS Yes I know that the model is super high on the poly count, but at this point the amount of polygons doesnt matter (as Ive adjusted it up and down too), I just need the normals to be facing the correct way!

In Max you can see everything is fine with the model. However, upon Importing it into UDK, the arm model consistently has its normals reversed to point inward.

I've read about smoothing groups, doesnt fix it; Ive read about Max's Edit Normals, Tangents and Binormals, and Explicit Normals, doesnt fix it. The only real odd thing I did with the model was using the Bend modifier to create the 90 degree bend in the arm model, followed by mirroring and welding the middle vertices together.
If I have to I'll remodel the thing from scratch, but Id hate to waste a perfectly good model I spent a good time creating. Any help will be most appreciated!
PS Yes I know that the model is super high on the poly count, but at this point the amount of polygons doesnt matter (as Ive adjusted it up and down too), I just need the normals to be facing the correct way!
Comment