Bad UV Layout upon FBX Import

Bad UV Layout upon FBX Import

wowdragon73
Contributor Contributor
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Message 1 of 5

Bad UV Layout upon FBX Import

wowdragon73
Contributor
Contributor

As Title States.

I have an FBX file that is not properly importing the UV layout.

I can open in it in Blender and other 3d modeling software and it looks correct, just not 3DS Max (2023 atm)

3d max UV screenshot.. which is not correct.

ScreenShot_20260327175710.png

 Blend FBX import, which is what the UV layout is supposed to look like.

ScreenShot_20260327175804.png

 I have included the FBX file.

This is only occurring the tank model's gun, chassis, and track files. which all are having the same results in blender vs 3ds max.

I have done a full uninstall of 3DS Max, did a thorough reg scrub of all related entries to autodesk and 3ds max using Revo, Ccleaner, and even IOBIT uninstaller.

I made sure there was 100% nothing left on PC related to it (deep Scan and Delete of all autodesk, flexnet, adsk, odis, files and folders: hidden and not hidden, etc..).

Fresh reinstall and still showing same results.

Hopefully someone will have a fix for this?

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Replies (4)
Message 2 of 5

Casey_H_
Advocate
Advocate

Version mismatch! In the screenshot from the Max 2025 import below, you see that the file is using a 3rd party FBX format (Aspose). Plus, it is based on an SDK from 2024, so Max 2023 can import the geometry and textures, but it doesn't understand the UV info from that version.

 

Also notice how even in Max 2025, the FBX import is based on the 2020.3.5 version. Max 2023 uses 2020.2. The second screenshot shows how it imported to 2025.

 

Screenshot 2026-03-27 163820.jpg

 

Screenshot 2026-03-27 165210.jpg

 

 

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Message 3 of 5

wowdragon73
Contributor
Contributor

ok understood and ty for that information. Extremely helpful and I understand what you mean.

Now the new question.

I am not a progammer or know coding, however I am relaying this forum post to the coder who created the program for this model extractor.

How do we fix it?

What needs to be done to the model or process to allow this to be fixed?

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Message 4 of 5

MartinBeh
Advisor
Advisor

After loading the FBX into Meshlab (as one mesh) something is weird with surface normals of the geometry of most parts, except those where the UVs do not import correctly.

image.png

Maybe the original data has some inverted scaling and/or the vertices are in the wrong order (clockwise/counter-clockwise)?

 

Enabling per-vertex normal display in Meshlab shows inverted normals, e.g. on the turret, but correctly oriented normals on the gun.

image.png

Martin B   EESignature
→ please 'Like' posts that are helpful; if a post answers your question please click the "Accept Solution" button.
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Message 5 of 5

lauri_barnhart
Autodesk
Autodesk

Hi @wowdragon73,

Did the info from @Casey_H_ or @MartinBeh help answer your question?

If it did, it’d be great if you could click the "Accept Solution" button so others can easily find it too.

If you’re still needing more help, feel free to share an update here. The community will be happy to jump in with any next steps to help you get where you need to be.

Best, 

Lauri | Community Manager


Lauri | Community Manager
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