3D models – fbx to Assets
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robert.malzan.
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February 10, 2025 at 11:54 am #719
Hi,
I tested the import of many different 3D models of various sizes and levels of complexity into World Builder. Models were exported from 3DS Max in .FBX format. When I imported some of the objects they got stuck in the forever “Hold on” screen so I edited them and re-imported them until successful import.
Based on the results of the testing, and many years working as a 3D artist, here are some “best practice” tips that may help you with your models:
- Avoid having n-gons in your mesh topology. Use polygons and triangles
- Check if you have multiple vertices on top of one another or free vertices floating around. Weld them and clean up before export
- Check if your normals are flipped. Unify normals before export
- Check the Smoothing Groups on your models. This one made me have problems when importing into World Builder. Clean up Smoothing Groups so that polygons don’t have multiple Smoothing Groups. To my knowledge, only 3DS Max uses terms like Smoothing Groups, so if you are using other software check for hard/smooth edges and check the normals of your vertices
- At all costs avoid polygon-heavy and scanned models. 3D models should be made with low poly gaming and VR pipelines in mind
- Avoid overlapping polygons, edges and vertices
All in all the World Builder can load very complex models, but it’s not Unity. Be sure to follow the modelling guides for old-school low-poly games, mobile games development and VR.
Hope this helps. Good luck!
February 19, 2025 at 9:47 am #757Those are all very good recommendations to follow. I would like to add that we are now (next release 0.2.0) converting all models during import into glb format because is is most compact and fast to read. Older models (already in your project) will also automatically be converted and a backup of the original will be kept in the folder called “AssetsBackup” of your project.
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