

Mesh 'CityEngineMaterial_6_m' has no normals. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) I have followed the Esri page on how to export as well as this video with no luck.

The buildings generated by the engine have a default rule applied when I got the map data.

I'm using the "Building_From_Footprint.cga" for buildings that I have drawn shapes for and the "Complete_Street.cga" for the roads I have drawn as well. fbx generated by CityEngine into Maya and it is invisible there too. However, if you really want to persist, the broad answer here is "Crowbar" to decompile the model, "Blender Source Tools" to allow Source formats to be imported into Blender, and either VTFEdit or the GIMP VTF Plugin to convert Valve's texture formats.Hello! I've been running into an issue where exporting my models renders them invisible in Unity. The only real reason I'd recommend starting from Source's MDL format when porting something is if that model originally came from Source. It's also a compiled format where not all features can yet be correctly decompiled. You can use a modified compiler to get around the 5% cull, and if you know what you're doing, you can make three weight links work pretty well - but a lot of modellers aren't even aware of these limits and take no steps to work within them, just having the compiler cull weights completely automatically. When it comes to the rigging, it's limited to three weight links per vertex (as compared to four in most game engines), and all normalised weights of less than 0.05 are culled on compile.

I'd generally agree with Fuzzy here - although SFM's model format is still surprisingly capable, it is also notably out of date on several fronts.
