Disappearing polys on model?

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Romanov

New Member
May 8, 2003
86
0
0
UK
Hi,
When I import a model as a static mesh the model imports via psk fine into unrealed, however when i expost the model as a psk (as i always do) some parts of the model seem transprent as if there are no polys there?

e.g on the static mesh of the machine gun the barrel shows up fine, but when i inport as a mesh the barrel is see through and i cant see the other part of the barrel at all?? IM using max to model in and usually this all works fine, any ideas why some pasrts would be transparent when i inport as amesh into unrealed?

cheers
Romanov
 

JackReacher

[SAS Mod]
Oct 16, 2001
351
0
0
The Sanitarium
When you export, are you in sub object mode? For example were you to select all the polies, and click export selected, if you had accidentally left ignore backfacing on it would screw it up.

Only other explaination i can think of is the model is to high poly, thus resulting in BSP hole style errors.
 

Romanov

New Member
May 8, 2003
86
0
0
UK
Hi,
Thanks but its not high poly certainly not compared to other models Ive done and ive made sure IM not in sub object mode, I export using 'all testured geometry' the skin and model look fine in max , in unrealed what happens is if you scroll around the animated mesh the near pplys disappear letting u see thru to the other side of the model, if u scroll around the other side you can see the far side polys but not the near side?? Ive exported loads of models and this has never happened so im a bit stumped with this one, its gonna be a waste of a model and skin if i have to redo it :(

its a bit like the lod is wrong but ive changed this to no avail ..

cheers
Romanov
 

chip

New Member
Nov 14, 2002
524
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0
Visit site
sounds like you may have the normals facing the wrong way. do you see the "inside" of the model skin? any triangular holes in the parts that are visible?
 

Romanov

New Member
May 8, 2003
86
0
0
UK
thats it!! thats what im seeing do you know what i should do in max to solve this, i can look it up but im running out of time if i want to release next week. Thanks for the pointer though Ill get right on it :)
cheers
Romanov
 

chip

New Member
Nov 14, 2002
524
0
0
Visit site
unfortunately i use MayaPLE, so i can't be Max specific, but look for a modifier/command like "Flip Normals" or "Reverse Normals." that should fix the inside out look.

for polymesh holes, try "Unify Normals", then flip them if needed so they're facing out. if that doesn't fix the holes, make sure your model is fully triangulated before exporting -- i've read that Actor X doesn't always do a reliably complete job of triangulating any quads in the model, so it's best to do it beforehand.
 

Romanov

New Member
May 8, 2003
86
0
0
UK
HI,
Chip thanks very much for this really good of you, it worked and the model is in game and loking really good :)
thanks again
cheers
Romanov