Preventing the appearance of triangulation in Unity?

Hi all,

I’m trying to prevent the appearance of triangulation or prevent unity from triangulating meshes. Is that possible?

I know that all meshes are triangulated and in 3DS Max you can view how the object is triangulated. I’ve modelled a cliff face below and because of the angles of the faces it’s changing the appearance significantly when importing it into Unity. How can I solve this?

Try changing the import settings to import normals and tangents, it may help, if not I’m afraid you’d have to script it probably.

Thanks for the reply, no luck with any combination of those settings unfortunately.

Solved it for those who are wondering - use the autosmooth setting in 3DS Max and set it really low - 1 for example. Then apply the Subdivide (WSM) modifier and adjust any faces that appear to be shaded incorrectly. Import to Unity and looks almost as good with minimal effort.

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You could also export and import as a quad based mesh, I presume. Unity now handles those iirc?

For anyone else, this is just a Smoothing Groups issue. Other programs like Blender will call them something different and you’ll have to use Edge Split - http://blender.stackexchange.com/questions/4806/blenders-smoothing-groups-solution-edge-split-destroys-topology-is-there-a

Yes, this is known Smoothing group issue in FBX files.

In 3ds Max it can be fixed this way:

  • Apply smoothing groups on Your model;
  • Model MUST BE Editable Poly, if not, apply “EditPoly” modifier;
  • In FBX export settings You should use (in Geometry section):
  • Smoothing Groups - ON
  • Preserve edge orientation - OFF

If initially Your model is editable mesh and edge orientation is important for surface deformation in motions, You should mark all edges (or only important edges) visible and the use method described above.

Hope this will help :slight_smile: