It appears that triangulating the mesh in Blender before exporting to .FBX solves this (and other) issues. That might be a good 'best practice.'
Curtis
Type: Posts; User: Pencil42
It appears that triangulating the mesh in Blender before exporting to .FBX solves this (and other) issues. That might be a good 'best practice.'
Curtis
TMI may have had a warning about this, I'm not sure. I don't remember it ever dropping faces, though. One might reasonably expect an error shown in that case?
Curtis
Hi Paul,
Yes, that appears to be the problem. I added an edge to that face (below), and the adjacent missing face is now visible in-game. So, I guess this is a nice corner-case (ha!) for the FBX...
I don't *think* so - the normals look correct. I tried resetting the normals and resetting the scale and rotation (which sometimes shows up flipped normals).
I also flipped the offending face's...
I've run into a weird problem when I was creating a lod model. Some of the faces of the model are not showing up in-game, but when I look at an external FBX viewer, the model appears to be OK. I...