FBX Importing Process Increases Polygons

I have a plane model with only 3 rectangles. But when I import it to Unreal Engine, it calculates 200 triangles. It splits the plane like a grid. Dimension are 180cm x 1000cm in Maya = 360cm x 2000cm in UE4, which isn’t too big. Why it splits my regular rectangles this much?

When importing the fbx, importing tangents fixed only for some of models. But it still splits very similiar models, even ones that only difference is dimensions.

Here is a buggy one: Dropbox - File Deleted - Simplify your life

Hi SalihBalkan -

The FBX you posted the link to above is a rectangle with 10 by 10 subdivisions:

Those subdivisions will be calculated as individual polygons when imported which will get the count to 100 polygons which are required to be triangulated (Quads turned into Triangles). which would get you 200 Triangles. If you are not doing any World Position Offset or Vertex Painting with this mesh you can remove all of the divisions and import with only 2 Triangles.

Thank You

Eric Ketchum

Now I looked my model on Maya through the fbx file and I confirmed the problem. It is not same with the .ma file. I think I am making a mistake on Maya-side.

Thanks for your help :slight_smile: