Missing polygons on FBX import

I can’t seem to figure out what the problem is, but I know it lays with Unity and not 3DSMax or my model.

It’s not the model as I’ve reimported it back into 3DSMax and it is ok.

Is there an easy fix for this?

265178--9545--$missing_259.jpg

Please send me your mesh or raise a bug and I’ll tak a look.

Regards,
Paulius Liekis
Unity Technologies

2 questions:

  1. Is the building rigged, for some reason? Does it have a skeleton or armature to it?
  2. Is the face missing on both sides? If you look at the face from the other side, does it appear?
  1. no it’s not

and 2. yeh i did check the other side and its not there, it’s completely gone

Hi,

If your wall has an extreme amount of polygons, but is only one object in your 3d-app, Unity will probably not show that object. I don’t know if that is the fault of unity or a bug in the model.

For example I have imported a model of a republic Star Destroyer (Venator Class), but the sides didn’t show up. I had to rebuild them manually with less geometry.

Greetings!

This model only has a low amount of polys and is very optimized

  1. Is the source mesh tripled? If not and you have convex polys, you’ll have problems like that.

  2. Check for sliver, 2-point polys, and other mesh irregularities like that.

  3. Unweld, re-weld (merge verts) the object and try that.

Failing all of the above, post the offending mesh and texture and I’ll see if I can help.

I’ve been having a similar problem. I’ve imported tens if not hundreds of rigged/unrigged meshes into unity by now and had very few problems. This time it was a new human face model with editable poly->UVW MAP->Unwrap UVW on its modifier list. The problem that I have is with Unwrap UVW. When I delete it the missing polygons come back in Unity, when I create a new Unwrap UVW modifier some random polygons disappear again. The only solution I found was to create some other object, add Compound Objects->Boolean->Union to it, attach my face model as object B and then convert it to editable mesh. Now it works fine but there should be a much more easier and efficent way of getting rid of this problem, as I tend to work around problems myself instead of researching… Which usually leads to unwanted results :roll: …

I have a similar problem, but my mesh is rigged. If I put the unrigged mesh into the scene, there is no problem.

Any suggestions?

EDIT: I solved my issue. I’m using blender 2.5, which and if you have constructive modifiers in your stack (in my case Mirror) it can break your rigged meshes.

well i have problem number 2… yes it appears… are u knowledgeable how to fix it?can u tell me how? …thanks in advance :slight_smile:

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Check your face normals, if there are any flipped normals then that poly will only be visible from the back. Also, check for ngons. I don’t know if your modeling software supports ngons , but blender does and it really messes thing up if you expect them, so I use mesh lint and the triangulate modifier to help prevent that.

Go grab auto desk fix viewer as well. Open your fbx in that and see what it looks like. Or re import it back into your modeling software. Instead of guessing what’s wrong, use any program you have to tryour to see what’s wrong with that part of the model.

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well it was just that maya supports 2 sided meshes(for planes) whereas unity didnt and i just made normals going the direction from which i want to be seen for sure… thanks i fixed my problem

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Is the normal backwards? Could always trying to flip normals.

I had a similar problem with an object that I made in 3DS Max. When I imported it as FBX file into Unity3D, some parts of the object was disappeared, I converted the object in the 3DS Max to “Editable Mesh” and then I re-imported it and problem solved!.

Also if your FBX file is scaled or skewed after importing in Unity3D, open your file in 3DS Max and reset the rotation and transformation in the Hierarchy tab.