Mesh Problems

Bill Malicoat

I have made a car mesh and I have a strange issue. When I export from Max some of the triangles are solid black. I have tried a few things but nothing seems to fix it.

If I save the mesh as a 3ds and then used 3dsimed to create the gmt file it removes the black poly's but then the mesh does nto have the proper normals like max. Also, the mesh seems to be brighter then the max mesh then, almost like the light shines heavy on both sides of the mesh.

Any Idea's?View attachment 204View attachment 205View attachment 206
 
By the way the black fades into the colour, I'd say it could be vertex shading. Check in vertex submode to see what colour the verts are.

It could also be funky normals that don't show up in the max model, 'reset xform' then collapse the stack should fix that.

If that is not the problem, then I'd say it is probably this https://community.racesimcentral.net/showthread.php/788-Black-polys-after-exporting

One more thing it could be is if you have T intersection with some mesh inside and all the verts are welded from the 3 attached planes (if that makes sense). If so, you will need to detach to element.

The brighter bits could be related to separated parts, you will need to go through and weld the edges together. Or it could be the uv mapping, if there are shaders set up, there could be parts that aren't mapped properly and are missing the shading on the spec map or bump map for example.
 
By the way the black fades into the colour, I'd say it could be vertex shading. Check in vertex submode to see what colour the verts are.

It could also be funky normals that don't show up in the max model, 'reset xform' then collapse the stack should fix that.

If that is not the problem, then I'd say it is probably this https://community.racesimcentral.net/showthread.php/788-Black-polys-after-exporting

One more thing it could be is if you have T intersection with some mesh inside and all the verts are welded from the 3 attached planes (if that makes sense). If so, you will need to detach to element.

The brighter bits could be related to separated parts, you will need to go through and weld the edges together. Or it could be the uv mapping, if there are shaders set up, there could be parts that aren't mapped properly and are missing the shading on the spec map or bump map for example.

Thanks a ton! It was the vertex shading. I have no idea how the verts were changed to different colors. But that completely fixed every issue I was having.

Thanks again!
 

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