I’am pretty new to both 3ds Max and Unity. I needed a basket in Unity so I decided to create one in 3ds Max.
When I try to export it as .fbx I get the error below (“When ‘Split per-vertex Normals’ is activated…”).
After importing the .fbx file to the Unity assets the inner part of the basket is missig. Also the texture quality of the basket is different from the result in 3ds Max.
Can someone please explain me (in simple words) how I make a propper export / import of the basket?
Cant remember the exact command in studio max, you could look it up in the help section there, but i think that you just have to select all the faces in your model, and in that modifier panel, right above the soft selection tools there should be a flip normals command?
Ah, that’s definitely, in some way, the right way - thanks so far, Autarkis!
It’s the “normals”-modifier - but when I flip the normals the outside of the basket is transparent. Looks like the “Shader Basic Parameter” → “2-Sided” from the 3ds Max Material Editor is missing in some way?
Unity doesnt read 2 sided shaders. I just thought from that screenshot that you had modeled it double sided. Try a shell modifier in Max and export that again. You could also create a double sided shader inside of Unity - code assembly required though… so… better to stay away from it (plus, the lighting will be way off if you do a double sided shader)
Just made it work in the “nooby-way” I created a copy of the basket in 3ds Max. One of the basket with flipped normals, one without and then attached them. Worked out well!
As Autarkis stated - the shell modifier automatically does what you did manually and all that is needed is adjusting the numerical value for thickness edits. The shell modifier is pretty nice to create/edit innter/outer textures and surfaces.