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Why isn't the UV map on my imported FBX object working?
I'm creating various building segments in 3DS Max 2015 to import into Unity. I exported this wall segment from Max using the standard FBX export settings. However, when importing the model into Unity 5, the UV map on the wall is messed up. I exported the same model from Max as a Wavefront OBJ file, which imported into Unity correctly. Does Unity 5 have trouble importing FBX files, or am I doing something wrong?
FIXED: Converting the object in 3DS from an Editable Poly to an Editable Mesh before exporting seems to have fixed the issue.
Thanks saved a lot of time! Weirdly nearly everything is fine as a poly, but just lately couple of simple shapes needed to be a mesh.
Answer by Owen-Reynolds · Apr 16, 2015 at 08:38 PM
I think that step (Poly to Mesh) is standard for an export. As in, not doing it can create all sorts of problems.
Convert editable poly to editable mesh to fix this UV mapping issue. Thanks Owen, I was looking for this for a while!- just wondering, what other "all sorts of problems" can it cause?
Thanks again
Answer by Boggs · Jan 18, 2016 at 09:48 AM
I had the same problem, now I'm wondering why does editable poly have different effect with UV Mapping output versus editable mesh? Thanks for the fix!