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Full Version: 3DS Max import normals problem

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From: mantaskava
8 Oct 2018   [#5] In reply to [#4]
Yeah I bet this is Max's problem too, I just thought that I shouldn't be first one to discover this problem and maybe someone here already found the solution. Since there should be plenty of people exporting their stuff to 3DS Max for rendering etc.
Hopefully someone still has some more insight into it and meanwhile I'll try contacting Autodesk too.
Thanks once again.
From: bemfarmer
8 Oct 2018   [#6]
For what it is worth, as I've never used 3DS Max: This link speaks of 3 ways to fix the normals in 3DS Max,
with either "reset normals", or "Break", or "Unify" command in 3DS Max:
https://forums.autodesk.com/t5/3ds-max-forum/model-gets-strange-black-grey-quot-shaded-quot-polys-and-it-just/td-p/4420379

-Brian

(Google search was "3dsmax import normals problem)
From: PaQ
8 Oct 2018   [#7] In reply to [#1]
C4D is giving suspectly good result, because usually any other package will give you weird shading if you mess with the geometry at a vertex/poly level.
That's said 3Dsmax shading mess seems quite extreme here, like if vertex normal from the new added geo if just missing, or set at (0,0,0).
From: Michael Gibson
8 Oct 2018   [#8] In reply to [#7]
Yeah that does look like the vertex normals are ending up as 0,0,0 . But also having the entire polygon pitch black probably means the entire polygon's vertex normals are ending up as 0,0,0 - if it was only some vertices you'd probably see something more like black streaks emanating from the 0,0,0 ones.

- Michael

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