So I’ve been trying to figure out the issue with this mesh on and off for a few weeks now. This mesh was originally made in Zbrush and brought over to maya to make a low poly version of this through quad drawing. I have looked at every answer under the sun and I can’t seem to figure out what is wrong. I UV’ed the mesh, so at least no UV’s were overlapping. I made sure I didn’t have a mesh under it when exporting, or that I was exporting two meshes without realizing. I’ve tried exporting the raw obj’s from Zbrush and get the same issue.
I’ve made sure to have smoothing groups turned on when exporting. I tried exporting the quad drawn mesh before smoothing it in maya, before bringing it into UE4, and it turns out fine. The problem I’ve come to the conclusion to is that this issue only happens after I’ve smoothed the object in maya and try exporting it into UE4.
There is an error I get with the object having zero normals, and zero bi normals. Now that might be the obvious answers. But I’ve looked into that too, and nothing online has helped me. It almost seems like I’m the first person to come across this issue. Also I’ve had other objects say the same error message in this scene, and they work just fine.
Everything below is all the evidence I can try to show to give any indication with what is going on. Maybe this is just a light mapping issue that I haven’t been able to figure out just yet. But if anyone can help me understand what is going on here. I’d appreciate it!