Ok, this is a really weird issue, I will be posting in the Maya forum also, but I’m hoping that perhaps someone here may have experienced this and be able to give me a point in the right direction.
In Maya I’ve created a cube, 1x1x1, then scaled it 1200x800x20. Added subdivisions, 60x40 - so it creates a nicely chopped up large flat rectangular object.
Switching to vertex mode and enabling soft selection, grab some verts pull them up, push some down - the object here is to create a piece of tileable seabed.
All good so far, no problems.
Exported as an FBX, all the usual settings I’ve used for other imports into Unreal. Everytime I import it there are random tris missing from the geometry, on both the top and bottom of the object - although not lined up.
Initially I thought this was going to be flipped normals, but I’ve checked that and its fine.
Through a lot of testing, the only thing that I can do consistently which seems to cause it is the soft selection tool - if I don’t use that, no problems.
Another fix, seems to be setting the object to be triangulated on the export. If I do this, the object appears within Unreal absolutely fine.
I’m not entirely certain what’s going on here. This is a very simple object, with very simple geometry. Nothing is overlapping, or poking into another part, in fact, using the soft selection tool raised/lowered the underside in symmetry with the top side, so nothing was getting pinched. I’ve used the “Clean Up” options to look for problems with the geometry in Maya, no problems found. I’ve done a merge on the verts in case for some reason there was some broken geometry, nope, not at all.
In Maya it looks perfect, imported it becomes swiss cheese - there are no ngons.
Any one have any thoughts?
Please be aware, due to being new here I am currently under moderation and my replies to your replies will be delayed - sorry
Thanks in advance for your help/suggestions
(I can’t seem to add any images, probably locked down because I’m a new user).