This image should be self-explanatory, the front faces are culled, but the back faces are not.
I've tried flipping the faces in 3dsmax, but no change. Can someone shed some light on this? I feel like it's a really really stupid mistake on my part.
I can't shed much light on why it happens, but you'll need to flip the normals in max to get them to export "correctly". I ran into this a fair bit with my Onslaught Juggernaut when I was exporting it. Parts would show up backfaced ingame despite being fine in max. To fix them I had to make them backfaced in max. Worth a try I suppose.
One possible fix is to flag them as 'Double Sided' on the material. Not an ideal solution, but it should solve your problem. You should still figure out what the issue is with the normals.
Mmm, I ended up reverting to a previous version of my model, reset xform on all of the pieces and flipping the normals. It seems like 3dsmax mirroring flips the normals.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
This image should be self-explanatory, the front faces are culled, but the back faces are not.
I've tried flipping the faces in 3dsmax, but no change. Can someone shed some light on this? I feel like it's a really really stupid mistake on my part.
I can't shed much light on why it happens, but you'll need to flip the normals in max to get them to export "correctly". I ran into this a fair bit with my Onslaught Juggernaut when I was exporting it. Parts would show up backfaced ingame despite being fine in max. To fix them I had to make them backfaced in max. Worth a try I suppose.
Yeah, I tried flipping the normals on all the faces, no dice :/
One possible fix is to flag them as 'Double Sided' on the material. Not an ideal solution, but it should solve your problem. You should still figure out what the issue is with the normals.
Mmm, I ended up reverting to a previous version of my model, reset xform on all of the pieces and flipping the normals. It seems like 3dsmax mirroring flips the normals.