Unity not respecting Maya smoothing groups

I have an issue where the smoothing groups of imported models from Maya or Max are not being respected.
My model has only hard edges with very subtle facets modeled carefully:

The import settings of the FBX are set to “Normals: Import”, however it seems that no matter what, Unity is softening some edges of the model specially where I have very subtle N-gons (but in Maya and Max those N-gons are looking OK as you can see in the illustration).

How can I fix this problem, all I want is to have the same look/ smoothing groups as in Maya / Max.

Thanks

bump!

Try different export setting. Also try tripling before export.

Maybe fixing all the N-Gon (Become quad or tri) and export again should help.

+1 on converting to a triangle/quad mesh, as I’ve found NGons notorious for causing weird shading errors… :smile:

EDIT: Also, in that second shot… the thing you’re pointing to looks like the edge was only split on one end, of which makes the edge look wrong in your case.