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Question by EdeaKontio · Dec 17, 2020 at 09:09 PM · light3dsmaximporting assets

Imported objects behaving oddly with lights

I've been working on a project for an assignment and made some modular assets in 3DS max to the best of my abilities. I'm quite new to 3D and game making in general. Now as I tried putting some lights in my scene the imported objects (walls) started looking weird when set as static and after the light was rendered. I have no idea why the walls change like this and it seems to be worst on the corners I made.

alt text

There shouldn't be any overlapping vertexes or faces, I checked over on 3DS max for that. Are there any settings that I should check before putting lights into the scene? I'm using unity 2020.1.2f1on a PC with windows 10. I exported the objects as FBX from 3DS max.

I'm not sure what other information I should include in this post, so if there's anything, please tell me what you need to know. Thanks in advance for the help.

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avatar image Pangamini · Dec 17, 2020 at 09:46 PM 0
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Im not sure what's the problem exactly, but Try setting the mesh asset's import settings to calculate normals and tangents, see if problem's there

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