3d Max 2010 vertex color problems

Hello there!

I’m having issues with vert coloring. If I create a box in Max 9, use vertex paint to paint it and make one side a different color, export it as an fbx and import it into unity it looks fine. When I do the same in Max 2010 it does not export correctly. Vert colors blend along the faces.

Max9:
http://kafkaskoffee.com/junk/Screenshot-2011-09-17_11.28.39.png

If I do the same in Max 2010:
http://kafkaskoffee.com/junk/Screenshot-2011-09-17_11.31.20.png

and import it into unity:

The one on the left is max 9 the one on the right is max 2010
http://kafkaskoffee.com/junk/Screenshot-2011-09-17_11.31.40.png

Vertex Colors are being lost/blended. This is illustrated better by coloring something with more polys in it:
max 2010:
http://kafkaskoffee.com/junk/Screenshot-2011-09-17_11.40.18.png
Unity:
http://kafkaskoffee.com/junk/Screenshot-2011-09-17_11.40.30.png

After doing some testing of reimporting the FBXes back into max to look at them it seems that Max 9 is exploding every poly on export and that is why it’s showing up fine.

Max 2010 does not do this on export.

Is there a way to have vert coloring show up correctly without splitting all vertices or is this just the way it works in Unity?

I would image that you’d destroy your vert count doing it that way.

any help?
eric

Hi,

I’m not familiar with the issue, but looks like the problem in on 3dsMax side. Does 3dsMax imports your fbx files correctly?

My first suggestion make sure you have up to date exporters (FBX 2011.3.x).

Splitting vertixes should work, I think Unity will merge identical vertices, so you won’t get more vertices than just splitting along the seems.

after doing a bunch of tests it seems that by default, 3d max 9 explodes all faces inside an element on export of an FBX. Max 2010 does not.

While it will affect the vert count, as Paulius says the verts that can be welded seem to be automatically welded by Unity. I just have to remember to explode the polys before exporting and it should work fine… Hopefully.

Thanks for the help, Paulius!