Strange Normals on Export


https://forum.reallusion.com/Topic385015.aspx
Print Topic | Close Window

By mattrified - 7 Years Ago
So I was doing some experimenting and exported the default avatar with the following export settings:
60% of original size (was 846x459) - Click to enlarge

However, when I imported the character into 3ds max, I noticed the normals on some areas of the character's body were seemingly flipped.

60% of original size (was 846x459) - Click to enlargehttps://forum.reallusion.com/uploads/images/3db4bb94-6aab-46ae-80c2-9a9a.png
Note the square patch in the lower-right window.  This also showed up when I imported into Unity3d.  It was fixed if I chose to calculate normals instead of import.

Additionally, this was fixed when I used the merge UV export functionality.  Anyone else run into this issue?
By Peter (RL) - 7 Years Ago
Thanks for the feedback. This has been passed to the CC3 team to investigate.
By Peter (RL) - 7 Years Ago
UPDATE: Please can you refer to the forum post below. We believe this may be related to this issue in 3DS Max.

https://forums.autodesk.com/t5/3ds-max-forum/odd-issue-with-normal-maps/td-p/6742022
By Metronomus - 7 Years Ago
Hi! No it isnt just a 3d max problem. I noticed exactly this when i exported the default woman to ue4. Some polys are messed up, for example on the legs. Thought is was a smoothing group issue...
Please fix this. Best regards,
michael
By Peter (RL) - 7 Years Ago
Metronomus (12/2/2018)
Hi! No it isnt just a 3d max problem. I noticed exactly this when i exported the default woman to ue4. Some polys are messed up, for example on the legs. Thought is was a smoothing group issue...
Please fix this. Best regards,
michael


Can you post a screenshot showing the issue in UE4. Thanks.