Incorrect fbx import from 3ds max

I have a problem with fbx import from 3ds max 2012 (64bit, Win 7 64bit) with FBX importer 2013, default settings (see image) , I created a directional light to the scene in unity. On one of my objects, bridge pillar, there apears a bug with broken texture. from distance view i can see a black shaded edge on the place where the texture is deformed. (see images)

In 3ds max, everything looks good, i am sure I set smoothing groups correctly etc…I think there is a problem with smoothing groups or triangulation, which is diffrent in unity and max (see image of triangulation in unity). I tried a couple of tests, in fbx export settings I checked smoothing groups, then triagulation and i dont know what else and nothing worked, the texture is still broken.

I created that bridge pillar in 3ds max from loft model and then booleaned 3 objects into it. I remodeled it, moved some edges etc but didnt help.

Then I tried to retriangulate my mesh in edit poly in max, but didnt help. Finally I just applied mesh select or edit mesh on the top of the modifier stack on the bridge pillar, didnt do any changes, just apllied mesh select, and the bug disappeared, texture shows ok in unity. But this is not correct solution of the bug for me, just applied mesh select and i dont even know what it did and it is kind of dummy. I want to understand the problem to get rid of it on next projects.

Could someone explain me why is this bug and how to fix it by other way ? thanx in advance




The triangulation on that wall is awful. Did you do that by hand or did you leave it as an ngon?

Either way, it needs sorting. That’ll probably help with your error, too.

But that error is mostly due to the UV mapping not being as precise as it could be and the tiiiny thin triangles due to the bad triangulation essentially forcing it to shear across a tiny amount of the model. Try relaxing it with Face Angles and see what happens.

The triangulation, I did leave as ngon, didnt do changes by hand. I mapped model in unwrapp of course and used relaxing with face angles and everything, placing uv coordinates according to checker, square grid, so I think uv mapping is done ok. I tried to retriangulate it in some way…thanx for reply anyway…o))