As allready said above, export from C4D R16/R17 with fbx v.6.1 2010
Enable the checkboxes for “textures and materials” & “embed textures” as well as “normals”.
Triangulation, smoothing etc. should be done before export and if you like you can add a normal tag with the “vertex normal tool” from Frostsoft.
Only add the normal tag after doing the phong angle setup, adding in manual phong breaks by selecting edges and use the “break phong shading” command and most important: after triangulation.
Otherwise triangulation will break the shading completly.
oh i see you posted a few pics.
From what i see your issues start way before export.
You’re trying to export a huge ammount of objects at once and some are still parametric objects and generators like boole.
Also you’ve done the UV setup for two of them while the rest doesn’t even have a single UV tag.
If you export only the models you’ve done the setup with UV for, you eventually won’t get these errors.
As for the scene itself, i see a lot of things that simply shouldn’t be done that way.
don’t model your house from seperated cubes that intersect each other.
this will guarantee bad lighting with lots of shadow seams and waste a lot of
lightmap space, especially if you do not delete the unseen faces.
do not import everything at once/as one model, rather divide the models into seperate objects that make sense.
like keep the walls ceiling and floor as one model, but have stuff like the cupboards, lights maybe even doors and windows as a own model.
try to have the door and window size standardized, so that you can create one door and place it in every doorgap.
usually the door sizes within modern buildings doesn’t differe much because there are certain standardisations to follow as well.
Ofc. there are exceptions like double doors, sometimes smaller doors for bathroom/toilet and if there are special windows that go across edges like in your model,
but the doors to the main rooms are equaly sized.
I might give you an example on how i would do it if i find time for that later.