Mesh issues encounter when importing .fbx from 3d Max to UE5

Hi guys. I am trying to import a 3d model which I have created in 3d Max. It’s a simple “spline model” of a map [to scale, approximately 8km (l) x 10km (b)], which was then extruded.

I exported the 3d model to .fbx format and then imported it into UE5. Upon importing the .fbx file, I realised that there is an apparent “triangulation” on the surface of the static mesh actor. Is there a way to avoid this or will this not be shown in game mode.

I have attached 2 screen shot images. First image is from UE5, showing the triangulation issues. Second image is taken from 3d Max.

Thank you in advance.

Hi. Triangulation happen every time when you import a modell to Unreal Engine. And your probleme is not from the triangulation, it’s from the shading. Because I am a Blender user I can’t give you advice for Max.

Hi, thank you for your response. Correct me if I’m wrong, you’re telling me that the triangulation which occurs is not because of the mesh but because of the shading/textures/maps which I have applied to the it?

I doubt so. I am aware that triangulations do happen when you cross platform in between softwares, such as max to skp/blender/etc. This will be visible when I display the mesh in wireframe or shaded with wireframe mode. However after applying shaders/textures/maps to the mesh and go into shaded mode only, the triangulation should not be visible, unless it is not of a flat surface.

By the way, the images which I have attached earlier have no shaders/textures/maps assigned to the mesh. Here’s another image which I have imported into Blender for your reference.

Nah from Blender I can give you advice:D Select your mesh, go to “Object Data Properties”(green unfilled triangle with rectangles in its corners). Go to Normals section, switch on Auto smooth, then set the angle to 180 degres. If its greyed out, go down and there is a clreer custom something(i don’t remember correctly) button under the geometry data section, push it. Then go to modifiers, add a triangulation modifier, and add a weighted normal modifier, select “keep sharp” after that you can export it to Unreal. Keep your mesh selected, file, export, fbx, On the right side of the screen under the geometry section set smothing to edge, and export it. You will be done.

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Oh wow! You’re a savior! Thank you so much! So I followed the steps you reckon and it worked!

I’m a native 3d Max user, just wanna check with you if the methods (especially on the modifier part and it’s settings) I’ve done are correct.

Really appreciate your help.

Just an update. After exporting and importing in into UE5, it seems like the same issue persist. What a bummer! Could it be a setting which I need to change in UE itself?

I’m not 100% sure this is the same issue:\ Go back to Blender and before export the model do this steps.

  1. Select your model.
  2. Go to edit mode(Tab)
  3. Go to verticies mode(1)
  4. Select all the verticies(A maybe multiple times)
  5. Hit M → By distance
  6. Go to edge mode(2)
  7. Deselect all(click on a free space on the 3D viewport or Alt+A)
  8. Select → select sharp edges
  9. Ctrl+E → mark sharp
  10. Go to object mode
  11. Just in case, Object menu → shade smooth
  12. Be sure the normal settings, and the modifiers are added like on my first answer. Then export it and don’t forget the export settings to.
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I appreciate your generous guidance @sipci1989. Unfortunately, after I’ve tried following your detailed suggestions, I am still facing the same issues as before.

It looks like the mesh issue has been solved in Blender, however still persist upon importing into UE5. Alternatively, I am able to use Datasmith method to import 3d data created from 3D Max and import it into UE.

Importing from 3D data via Blender is just another method which I am trying to experiment with. Nonetheless, thank you so much for your tips! Definitely learnt a few tricks when dealing with surface issues when in Blender. Cheers!