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Normals flipped on editable poly model - imported from Max
Hi,
When I import my character model into Unity from Max, the normals appear flipped with the texture only being visible on the inside faces. This happens with both a .MAX file and a .FBX file.
I can remedy this by flipping the normals before export from Max, but am wondering what I'm doing incorrectly in the first place.
Any ideas?
Many thanks.
Are you building your models from primitives and using duplicate or mirror functions on them? Sometimes mirror functions can flip normals. The "front" of any face is deter$$anonymous$$ed by the order in which the vertexes are assigned... clockwise order is the front. When you mirror, you get the same order but reflected, which sometimes leads to flipped faces/normals.
One other thing I would check is just to make sure you are using the latest version of the FBX exporter which gets updated frequently.
Answer by Deoxyz · Mar 23, 2011 at 04:23 PM
Maybe try to flip te normals and then export?
Rightclick on your object and select ConvertTo: -> Editable Poly. Afterwards go to the Modify Tab, go into Polygon mode and select the polys that are flipped.
Once you've done that, scroll down to the Edit Polygons section and press Flip. Or you can select an element in Element mode and then go to Edit Elements and press Flip.
Try saving it this way.
I hope it helped :)
Thanks, a very detailed and useful comment, it works.
Answer by Meltdown · Jan 15, 2011 at 06:10 PM
I use Maya and I found I had to do a Reverse Normals on my scene before anything appears correctly in Unity.
I think its just the way Unity and Autodesk software differ in the way they read the file formats.
I would like to see those models submitted as bug reports. If you have culling-enabled/single-sided-shader in $$anonymous$$aya/3ds$$anonymous$$ax, then I would expect result to look the same in Unity. If it doesn't then please submit bugs.
Answer by Michael 12 · Apr 16, 2011 at 08:49 PM
I get this sometimes in Max 8. what I usually do it take note of which parts are fliped in Unity and then just flip them in max and re-export. but I think you might already be doing that. An Updated FBX exporter as sugguested is probably best. But for me I'm stuck with what I have as Autodesk only supports back to vesrion 9 of max.
Answer by Tobias 2 · Apr 18, 2011 at 10:29 AM
No it's weird. I've actually gotten this for the first time today. The model isn't face flipped in max and then Unity just flips them right backwards. It does help to flip all the faces in max, but then your model wouldn't be correctly shown in max.. I wonder what the issue is aswell. I've made tons of models and exporting them as FBX always worked.
Answer by warkarma · Jun 04, 2012 at 04:14 AM
Hi, I had the same problem, and found on some unity forum the solution, well at least it helped me. Try it, maybe it will help you.
Basically what you have to do is reset the xForm. http://www.youtube.com/watch?v=aLEwTruV59o
This is a link to some guys tutorial on how to do it. Good luck !
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