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Question by DaemonAlchemist · Apr 16, 2015 at 07:18 PM · unity 5fbxuv mapping3ds

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.

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avatar image chriscode · Jan 15, 2016 at 06:58 PM 0
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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.

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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.

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avatar image Teadaddy · Jun 25, 2015 at 07:09 PM 0
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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

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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!

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