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Tee appearance of flipped normals upon import to Unity from 3ds max

Discussion in 'Editor & General Support' started by Bulletman04, Mar 16, 2021.

  1. Bulletman04

    Bulletman04

    Joined:
    Jun 8, 2014
    Posts:
    7
    Hi,


    I'm having an issue upon import to Unity (2019.3.15f1) I use 3ds Max to Model and texture. I've tried everything I can think to cure this problem but i cannot fix it. To list but a few:


    Tried flipping and unifying normals in max

    Tried resetting X form

    Tried flipping individual parts of my UVW map

    Tried different lighting setups

    Tried Resetting UV channels

    Tried mapping to different channels

    I've tried UV mapping the model instead of Unwrapping. I did manage to solve an issue i had with a Mapped "Plane" my doing this, But most models with a third dimension seem to do it, in places.

    I've tried different HDRI sky maps


    If anyone can help with what maybe wrong i would really appreciate it!


    Cheers


    James
     

    Attached Files:

  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,769
    Looks like incorrectly calculated normals, not so much flipped tris. Flipped geometry would just be invisible.

    To identify if it is bad normals, one cheesy-quick way to prove it is to write a little script and put it on the object, and have that take in the mesh, recalculate normals (it's easy...
    RecalculateNormals()
    does it), and write it back to the Mesh Filter.

    If you do that and your problem goes away, at least you know what the problem is and can focus.

    Another way is on object import, set it to always calculate normals and give it an angle of zero, to get faceted looks and verify that this is what is going wrong.

    EDIT: as posted below, second option is probably a LOT easier... my bad. :)
     
    Last edited: Mar 16, 2021
    Bulletman04 likes this.
  3. Bulletman04

    Bulletman04

    Joined:
    Jun 8, 2014
    Posts:
    7
    Hi,

    Thanks for the reply!

    I’m not very Au fait with scripting, in any way. So I may have to research how to put together a script to do such a thing.

    I shall try your second suggestion first, then embark upon the script.

    thanks again for your help.
     
    Kurt-Dekker likes this.
  4. Bulletman04

    Bulletman04

    Joined:
    Jun 8, 2014
    Posts:
    7
    @Kurt-Dekker I managed to find the a solution - Upon import, I set the “tangents” setting to “None”
    I hope this doesn’t affect anything else down the line. Seems to cure that issue though. Thanks again for the help, nice to know there are people here willing to help noobs :)
     
    Kurt-Dekker likes this.