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Problem Importing from Modo


BSECaleb
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Has anyone else run into the issue that I'm having in my screenshot? I'm having this issue when exporting fbx from Modo. I've tried it in 3 versions of Modo, on both PC and Mac. It seems that the tangets are correct on the first mesh wrong on all the rest. I don't have issues viewing the fbx anywhere else. This problem only happens in 3d coat. I've got Lock Normals selected. I set my normals in modo so I don't want 3d Coat to recalculate. All UVs are in the 0-1 uv space and I have no overlaps. Help?

 

post-40332-0-48045000-1459989029_thumb.j

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Oooh, that is proper busted.

 

When I get things like this in 3ds max, it's always some super odd normal issue, it has to be a bug of some kind but thankfully it doesn't happen enough to worry me. That said, 3ds max has a "trick" whereby you create a standard box, convert it to edit mesh and then attach it to your "broken" mesh. You might think doing something like a reset X form or snapshot would reset/fix the normals... but that's never the case when it's this bad, whereas the box trick works 100% of the time.

 

But, I don't know if modo has something similar. I mean yes you could make a box and attach it to your mesh, but it might not work the same as in 3ds max. I know it doesn't work in Maya, so who knows.

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