Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by MohammedKhalid · Oct 02, 2016 at 05:38 AM · 3dsmax3d modelsimport model

Why my 3D models looks different after importing from 3ds max

Hey guys I started learning 3ds max recently and I am having a problem Whenever I try to import anything from 3ds max into unity and the problem is that the mesh it self looks nice in 3ds max but when I import it into unity for some reason random edges will start appearing or they are just off placed.

here is an example and I want you to pay attention to all the different edges on the table and chairs: alt text

now look at this: alt text

all the different edges are completely ruined and you can clearly see that the table is even missing the top part for some reason and just all the edges looks completely different

I am using Autodesk 3ds max 2016 and I have tried it with different versions of unity and it is always the same.

I feel like it's a dumb question but as I told you before I am new to 3ds max and I will definitely appreciate your help guys

BTW the two materials I used in this model didn't look correctly, too. and I had to redo them again inside unity.

screenshot-18.png (431.0 kB)
screenshot-19.png (323.4 kB)
Comment
Add comment · Show 5
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Cherno · Oct 02, 2016 at 09:38 AM 0
Share

Looks like some or all of your normals are flipped. Go into max, select the wrong faces, and flip them.

avatar image MohammedKhalid Cherno · Oct 02, 2016 at 11:44 AM 0
Share

I don't think it's about normals because this not the first model that had the same issue literally all my models are the same and I am sure I don't just flip normals randomly

actually after thinking about it this might be the problem with my table but how about all the different edges it's so wierd

avatar image instruct9r MohammedKhalid · Oct 02, 2016 at 11:50 AM 0
Share

1: The table has flipped normals, that's for sure.

2: What do you mean by "All the different edges" ? What's with the edges? Do you mean that the objects are triangulated? If so this happens to every object that you import in Unity. If you triangulate them in $$anonymous$$ax they will look the same..

Show more comments
Show more comments

3 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by stratos_kakalis · Oct 02, 2016 at 03:58 PM

In 3D modeling programms you ussually get to see normals from both their sides.However in unity you only render one side of a normal(face) so the top of the table is missing due to an upside down normal.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by tomhughes · Oct 02, 2016 at 12:02 PM

what file type are you exporting? .fbx/.obj? .. try the opposite

is the table just modeled from a cube? or a plain? (cubes generally less problematic)

though everyone seems convinced it's the normals so i'd go with that.

good luck,

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by theANMATOR2b · Oct 03, 2016 at 03:44 AM

It is definitely the normals as mentioned before. Unify or flip the normals in Max and reexport.

If you keep seeing this on random models you are creating, there might be something you can modify with your workflow/pipeline to keep this from happening in the future. This is not common to see this on models created in Max.

Are you by chance using the ACS (?) auto cad shapes from the extended primatives tab? Or maybe importing these models from autocad or other source?

Max doesn't flip faces just by happen stance randomly. The only time I've seen Max have a problem with normal direction is when the modeler uses spline based surface tools or nurbs to create smoothed hard surfaces, but as long as the artist knows what hes doing - he can control the normal direction, when the normals get flipped. This is normally caused by the bezier curves of spline or nurbs objects not being oriented correctly.

What does the modifier stack look like for the table?

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image MohammedKhalid · Oct 03, 2016 at 12:59 PM 0
Share

O$$anonymous$$ but how about the edges ??? alt text

just compare it with the original one in 3ds max

avatar image theANMATOR2b MohammedKhalid · Oct 03, 2016 at 01:19 PM 1
Share

In 3D software - edges are hidden to make 'creating' content easier.

In all real-time engines - all meshes are triangulated. Regardless of how they looked in the 3D app, they will still be triangulated to show the 'actual' makeup of the mesh.

If you convert the mesh in 3D $$anonymous$$ax to editable mesh and select all at the edge level and turn them from invisible - to visible, the mesh will look exactly like how it is displayed in Unity.

avatar image MohammedKhalid theANMATOR2b · Oct 03, 2016 at 04:14 PM 0
Share

O$$anonymous$$ thank you for your help :)

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

8 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Parts of mesh become invisible at certian angles 2 Answers

Animation not importing correctly? 1 Answer

3D model characters and unity 1 Answer

Scale and Rotation Issue with Model Import 3DS Max to Unity 3 Answers

Textures have black lines on them in Unity but not 3DS Max 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges