Which 3D mesh file format is best?

I use AutoCAD and 3D Studio MAX to create content for Unity games. I use FBX but I think that there is problem with 3D meshes looking “weird”. For example, I created a building in AutoCAD, imported it into 3D Studio MAX for texturing, and exported it to Unity. The building looks “weird” because of weird angles. The walls may be 5 degrees off.

That’s odd. I assume the scale in Max is real-world-ish coming from AutoCAD (not tiny and suffering from float rounding errors)?

FBX should export your geo as-is … there can be issues with transform matrices sometimes which can be fixed with an xform reset, but that’s object root level stuff. Not knowing how your geo is constructed, though it does look simple, you could try it anyway. Edit: Actually if you’re scaling up your geometry in Max in order to export it, this is a possible culprit.

The only other formats really supported are Collada (which isn’t a good option in max) and OBJ, which isn’t really very useful generally, but it will at least give you some point of reference to see if it’s the FBX export at fault or something in your geo.

As a general tip, 1 Unit in Unity is 1 Meter in Max.

Change your System Unit Setup to Centimeters to match Unity’s scale system. On default its usually set to inches

Try moving you 3d object in center of your 3d max world.I use Blender and i import in collada.I never used max so sorry if i couldn’t help.

I think I found the problem: if the 3D model’s origin coordinates are too far away from the 3D world’s origin coordinates, imported 3D meshes have weird angles on the walls as well as weird lines on 3D meshes for streets, ground, and water. The problem may be caused by the use of AutoCAD 2014’s new Geolocation feature that lets me display Bing aerial image maps as background images and lets me draw streets, ground, water, and buildings on top of the images.