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Hey there,

So I've got a brand spanking new glitch happening the past couple days when I import FBX meshes into the Asset Manager... and I can't figure out how to fix it.

For some reason when I import an FBX file, some of the faces are incorrectly UV mapped... but in Blender they look fine.

I've tried redoing the UV maps on the bad faces, messing with normals... nothing works.
I've done everything the same way as I always do... I haven't changed anything on my computer or added any new Mods since the last time put a mesh through the Asset Editor.
Its happening on all the 3 houses I've been working on this week... not just this one. This is just the worst of the bunch.

Blender did put out an update since the last time I tried exporting (It was on Tuesday I think)... and I hadn't updated it when this started happening.
I updated Blender yesterday hoping that might be the problem but its still happening.

Any suggestions on what the freakin' heck is going on??

WFT_uvm_ingame.jpg


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Delete only the effected areas from your model.  Replace these with new parts and uv map them onto your original uvw map. Re-export this as an FBX file and see if that helps. I have had this happen sometimes and this worked for me. I don't think it has anything to do with the update as it happened to me before then.

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    23 minutes ago, mntoes said:

    Delete only the effected areas from your model.  Replace these with new parts and uv map them onto your original uvw map. Re-export this as an FBX file and see if that helps. I have had this happen sometimes and this worked for me. I don't think it has anything to do with the update as it happened to me before then.

     Thanks... I'll give that a shot!

    Its just so weird... the only thing I could think of that was different was the Blender update.
    But if its only happening to me, its got to be a user error. :)


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    Without seeing your uv map, I suspect that the face where it's glitching is one big face, right? The game engine doesn't like anything other than triangles and quads. Triangulating your model before exporting will prevent issues like this. In edit mode, select all faces (a) and triangulate (ctrl+t). To reverse this, use alt+j. 

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    5 hours ago, Lee Towers said:

    Without seeing your uv map, I suspect that the face where it's glitching is one big face, right? The game engine doesn't like anything other than triangles and quads. Triangulating your model before exporting will prevent issues like this. In edit mode, select all faces (a) and triangulate (ctrl+t). To reverse this, use alt+j. 

    No, it is split into tris... and same weirdness is happening on the "posts" along the car port (on 2 other meshes I'm working on as well).

    I did "stretch" those faces so the vertices are well  below the horizon line on all of the parts that are acting up. I'm wondering now if thats what is causing it.

    I've done that on other meshes before and didn't have this problem, but thats the only thing these incorrect faces seem to have in common.


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    You could always attach your FBX file and diffuse map for us to take a look at (see if we get the same)

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    Ok. Took a bit of finding but I have the solution. ( I should have spotted it straight away from your pictures but I guess it was a case of "can't see the wood for the trees" and I have not done this myself) I got the same results until I found this.

    I imported your FBX file a second time and realized that part of the model is below Ground level.5a9b314adcbcd_Groundlevel.JPG.4f147fb329ca70aaf08f6989074f4946.JPG

    I moved the model to place it correctly on the ground plane. (everything below the chequered grid is below ground)

    5a9b31de0c734_Groundlevel2.JPG.25f51b805f8540d48fdea0148d6eb01b.JPG

    The house is now sitting at ground level.

    Export and Viola!

    5a9b3277bac7b_YourModel.JPG.54900367712257a664aefd23171b6c10.JPG

    Ps forgive me if I am teaching you how to "suck eggs" so to speak.

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    If you want texture below ground you need to use a special shader (either no base or fence shader). If it's just a normal building and you aren't planning to have below ground areas show, just end the model at ground level. The game extends the bottom of the building automatically to create a foundation for normal buildings. I think mntoes is right that it's happening because the faces continue below ground. I would just end the model at ground level or have a cut there, so it's seperate faces below ground instead.

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    Thanks for the feedback and looking into it for me!

    That is sort of what I suspected was happening. It dawned on me as I was trying to go to sleep the other night. (Dammit... get out of my head Cities!! Lol!)

    The parts that are ok have vertices slightly below ground level (just enough so it doesn't cause "the ruining") but they also have a base layer of faces below that to compensate for when I use the "No Base" shader. The wonky bits were pulled really long below the ground level... no separate base under them.

    I think I'm going to skip the "No Base" shader going forward unless I really need it (because of the disappearing snow).
    I'm conceding defeat there... but "the ruining" around everything is horrible and I refuse to let it win! :no:


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