The 32 group limit is causing the shading glitches. Object, it looks like the re-use of smoothing groups after it loops around The actual mesh polygon structure itself seems to be working fine for this 3ds, turn off welding and I think your problem will be Lower-left corner, and uncheck "Weld vertices along edges") - this willĮxport separated vertices for each surface which will prevent unwanted (expand the Meshing options dialog by clicking on the arrow in the
You should be able to get rid of extra smoothing by turning welding off Some extra smoothing between some of the inside holes and the outer surface Your file is that some of the smoothing groups are being re-used, creating It looks like one of the main glitches in One other additional problem with 3DS is that it only has up to 32 It without the good normals you would see several problems. If you were to take the display mesh and then try to render Looks as good as it does is because MoI uses the good vertex normals forĭoing shading. Vertex normals will be stored in the OBJ file which come from the originalĮspecially #3 is a pretty big issue - the reason why a display mesh in MoI Smoothing information just by averaging the normals for adjacent polygons Information, programs that read 3ds files have to manually calculate #3 - 3DS is not able to have vertex normals defined in the file for shading Than 3 sides which will simplify the output. If you can export to OBJ format, it can handle polygons with more #2 - 3DS can only contain triangle polygons in it, not polygons with more
It gets broken up pretty arbitrarily into different pieces so that each Your object contains more polygons than that, so This means that a single mesh in a 3DS file can only have up to 65535 #1 - 3DS is a very old format and uses 16-bit numbers for the mesh data. Some limitations of that format seem to be causing difficulties.