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I had a similar problem while trying to render a skybox. Mine was only a problem with .x files, but you might find some luck with this. It seems that the alpha is set to 0 on the rendering. My code inside the BasicEffect loop looked like this from XNA: currentEffect.LightingEnabled = false; currentEffect.PreferPerPixelLighting = false; currentEffect.World = ...


2

Since it looks like your model is loaded correctly by the pipeline, this is the most barebones solution that should work to draw it(I've just tested it). It is built with VS2015 and the most recent MonoGame DirectX template using the standard blender cube. public class Game1 : Game { GraphicsDeviceManager graphics; private Model model; ...


0

If the content load failed you should have got an error. But it's easy to check if something was loaded. Set a breakpoint and open up _model, you should have at least one ModelMesh within it, and it should contain at least one MeshPart. Have you checked if there's any effects to iterate in your rendering loop? Otherwise you might need to add a BasicEffect ...



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