Model doesn't export from 3ds Max properly into UE4

Hello,

I noticed that my version of 3ds Max 2015 exports a model’s UVW mapping wrong to other engines like Unreal Engine 4. I created a relatievly simple model. I mapped it via the Unwrap UVW, then textured it. Inside of 3ds Max, the model looks properly. However, when I export it to FBX and open it in UE4, the model has its fce wrongly mapped. The main wood area is rotated and stretched, and the right side of the metal its super stretch all the way in. Not even to mention, the plane that acts like water deforms incorrectly when a wolrd position offset shader is applied.

I know it is my version of 3ds Max, because I had a friend export the model I made, give me the FBX, and then import it inside UE4 and it worked properly! I am puzzled by this! How can the same model, export differently, to the same engine, using the same export settings!

Here is what it looks like in 3ds Max 2015.

http://puu.sh/ellOB/674d3b095d.jpg

This is what it looks like in Unreal Engine 4

http://puu.sh/elmfl/7926398a9b.jpg

And this is what it should look like. (A friend exported the same model for me)

http://puu.sh/elmuJ/fae97ea1d2.jpg++

Please help me out! I have all the updates installed! I on’t know what I could to to fix this exporting issue!
Thanks!

http://puu.sh/elmVB/bd05392ffa.png

MaxFile - Dropbox - WaterBucket.max - Simplify your life
Material - Dropbox - T_WaterBucket.png - Simplify your life

Hello,

I’m not sur at all of if my answer will help you, but i had a similar problem and i fixed that by texturing my object directly in U4.

I’d just export my asset in .obj and imported my texture in U4.

sorry if my answer was useless ^^

To me, looks like the textures of your FBX are inverted, Do you try to invert textures in main Material of the mesh in UE4 ?

I suggest you to try to add node rotate to your plane, for example, as a test.

Could you show me the export options you use?

These are the settings I am using.

http://puu.sh/enlvv/9bee8da8b7.png

I know that is not it, because I used the same resolution as my friend, and it exported like you see on the original post, and him got properly exported.

How do I do that? Can you be more specific please.

I think you are onto something. Exporting as an obj did work, although the scale was off. So, its definitely something with FBX.

http://puu.sh/ennAj/42ddc8c763.jpg

hey

Try to uncheck “preserve edge orientation” in your 3d max and reimport into ue4

Doesn’t help. :frowning:

Do you try to texturing the object directly in U4 , by import the mesh itself (without textures) and after that, import the textures and make a material with the textures ?

This was one possible solution. I exported as an obj file, even with textures, and it did export properly, although the scale was off, which was an easy fix anyways.

I had the same problem and I googled it. More people than just UE4 users are experiencing the same thing.
What works is to just put an “Edit Mesh” modifier on top of the stack and export. It works every time for me now.

I see. I can’t try that anymore. I solved it by reinstalling 3ds Max.

Thanks a lot!! I’ve been puzzled by this all day. phew…

I had this problem, tried with a box with uneven polygon sizes. Putting just simple UVW map with box mapping doesn’t work at all. UE4 seems to read it as a face mapping, like every polygon with different map size.

I don’t know why, but adding Edit Mesh solve this. Then after that, you can convert back to Editable Poly with no problem.

Is this a bug or what?

Thanks! That was my problem too. I converted to Editable Mesh then back to Editable Poly then exported it normally. I don’t know why, If I had to attribute a reason I would say that It seems to me that a lot of dirty edits or sth are accumulated and “Edit Mesh” removes them all; which is most likely wrong.