Triangles show weird shadows

Hi,

I have been messing around with all the available options when importing a fbx file but I have some errors in meshes that are comprised of both triangles and faces. I use Blender as 3d modeling soft, and import in fbx 2014 format. I can share the fbx if needed.

Look at the screenshot. Seems like a problem with normals but I see normals in Blender and nothing is looking bad. In fact, if a render in Blender with some lights the render is quite good compared with the viewer in the Unreal Mesh editor.

Any idea of what is causing this?

Would you feel comfortable uploading the fbx and I’ll look at it. It looks like when the model was exported its having trouble with triangulation. You can adjust that in blender by selecting the faces and hitting ctrl-t then click rotate cw or ccw to flip it around. Otherwise it auto triangultes when exporting however it wants to.

Thanks for the answer. I have tried Ctrl+T in Blender but in my 2.73 current version Ctrl+T is for triangulate faces, and there is no option to turn vertices cw or ccw. I have seen in Blender forums that people is facing same problems when exporting from Blender to other tools.
I have also tried to make quads from triangles using Alt+J, at least for several triangles, but no success. Always the same appearance in Unreal as posted.

Here you have the fbx. Any help would be appreciated because is happening me in a good number of meshes.

link text

I’ll look at it now. I have the latest blender now and i should be able to figure it out.

So here we have example a and example b. i know the texture has a little warping i just did a quick unwrap to check some things. So in your model to fix the triangle shadows just select all faces to flat shading and thats it. Flat hard surfaces shouldn’t be smooth shaded. One thing I did also want to mention is blender supports n-gons which is any face with more than 4 verticies. I have a third model in there you cant see which I subdivided the roof side a few times to create a few n-gons to reduce tri count and the outcome was the same as example b. So chose your path but the answer was ultimately flat shading.

Hey man, you save my day!! Great! I have selected all faces in Blender, click Flat, and problem has gone. Didn’t know that Blender do not use Flat as default for all the faces and you have to insist. OK. That was giving me lot of problems in a big number of meshes.

Really appreciate your help.

Yes, the UVs arent very correct, later I fixed them and now results are beautiful in UE4. Sample below.

Yea looks good. I’m in the process of recording a series of videos for blender/unreal users so they have a place to go that shows exactly what is happening and why so they can improve their workflow and reduce hangups.