Hi guys, I have imported a 3d model from sketchup in 3ds on 3dsmax 2010, but exporting caused some problem, now I have this problems, seems like some parts are flipped? How can I fix this?
I would check the "normals" in 3ds max and there should be a button to check normals and another to flip normals. I dont know if you can do that in sketchup or not.
I know whats going on. The car is so hideous in real life, that its causing glitches every time someone times to recreate it . In all seriousness, turn backface culling on and manually start flipping faces.
Problem with normals under certain conditions in max Many 3d-programs do ignore the worldwide and meanwhile global standard of 3d design-convertions as Autdesk it has created in former times. So there are many mistakes if you import acceptable files from other design-programs (sketchup not only). That means that: 1.) polygons are not closed 2.) smooth groups are not translated exactly 3.) several objects have flipped normals 4.) If you work with halfsided objects inside max for a exact geometry and than clone them as a copy the cloned are with inverted faces. Therefore it is the best to do that generally: For each object choose the moditicator reset x-ref and choose them back! Than convert all objects into a workable polygon. Than you will see that some objects have inverted faces. Do flipp them and convert them again. Now you can be shure that all objects have the corract faces for further modding. This is a thing that happends under normal conditiones by working with max since Nr. 4. Best regards Maxx
Use the modificator transform set x-ref for each object. Because many other design programs ignore the global standatd. best regards Maxx