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Meshes Imported from Blender Problem.

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    Meshes Imported from Blender Problem.

    Hello guys, I have been using unreal and blender for almost 2 weeks now so I dont really know most of the terminology.
    I have come across a problem when importing meshes from blender to unreal. My problem is that I have created a mesh in blender
    and when I switch to edit mode it looks ok ( I think)(image1), I export it as a FBX file,but when I import in unreal i get 3 messages:

    1=no smoothing group was found in this FBX scene (I have searched how to fix this but could not)
    2=cube has degenerate tangent bases (could not fix this either)
    3=has some nearly zero bi-normals (not fixed)

    When I ignore these messenges and drag and drop the mesh (it has 5 different meshes) and then add materials on it
    the material looks stretched(cant find a better word) and sometimes it trembles. (image2)

    Could you please help me find a solution to this problem, I started a project for fun but I am really into it as the time goes by
    but I cannot continue because of this problem.

    As I said, I dont know the terminology yet and english is my second language, so if you have an answer write it step by step
    as if you are talking to a child, for example "right click then click edit...etc" or if you have a tutorial video which can help.

    Thanks for your help.

    For the first problem you need to apply smoothing to the mesh, you can see the post on the right how the faces look faceted (like a diamond)
    Smoothing will make it look rounded and you won't see those hard edges:

    For the second problem, it has to do with your texture mapping, 3D models need an extra set of coordinates that determine how to map the 3D model to a 2D image, that is UVW mapping (UVW are just the names for the texturing coordinates that mean the same as XYZ)
    Here's a basic tutorial but there's lots of info about how to do it:


      For smoothing.
      Edit mode. Select all. Faces > smooth
      Then you select the edges that are supposed to be sharp and you Edges > mark sharp.
      You may need to on this model, go to object mode and add a edge modifier.
      After all of that when you export the FBX you need to select the proper mode within the Mesh export options, for smoothing group select Edges.

      For uv mapping, you need to unwrap manually. Generally, mark the same edges you marked as sharp as seams and unwrap. You should follow some tutorials as well as the FBX pipeline defined by Unreal docs for some ideas of how UVs are supposed to look.

      You also need 2 sets of UV. One for the textures, one for the lightmap.
      The UV for the lightmap cannot be overlapped. The UV for the texture can be whatver.

      The issue with the flickering seems to be Z fighting. You probably have 2 planes that match exactly within the model. The engine cant decide which one should show. Simply offset one of them slightly or remove it altogether.

      Best of luck.


        Thank you so much for responding both so quickly, I will try what you suggested.


          It seems like most of the problems have been solved but there is something new happening as you see in the images. Because I didn't know how to make the shape of this column thing(don't know the word for it) I created it like this:

          I created a sphere and then extracted and scaled down its edges again and again until it looked like you see in the picture. It doesn't look that bad for what I want to use it but when I import it to unreal some of its faces dissapear. I have tried exporting it with different export options at the export tabs like geometry, but it I cant fix it.

          The only solution I was able to find was duplicating it then rotating it 90 degrees and join them together, but as the second friend replied,the mesh flickers.
          Thank you so helping.


            The missing faces probably has to do with them facing the wrong way (a polygon has something called a Normal which is the direction it faces, most 3D software doesn't render the other side of the face)

            But also, it looks like you could spend some time doing some modeling tutorials, you're making things out of parts when they should be modeled together, like the way you have a sphere to make that rounded lower part isn't the way you should do that.


              I know I am doing lots of things wrong, I have watched lots of tutorials but I could not find any tutorial that made this model anywhere because I don't know what it's name is. The closest thing I could find that resembles it was a lightbulb.

              Anyway I found a solution, I entered into edit mode selected everything then seperated them, then clicked "that" added a solidify modifier and that fixed my problem.
              Could give me the link to a tutorial that makes weird shapes.
              You have helped tremendously and I would not want to waste more of your time.
              I am very grateful.


                Hey, start out with something like a car.
                Focus on a specific function or find a blender tutorial.

                Why a car? Because it pretty much covers any and all possible shapes except organic ones.


                  Very well, thank you for your help!


                    How many parts are you trying to import into Unreal?