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Question by Riderfan · Nov 01, 2015 at 12:42 AM · texturefbximportingstretch

Textures UV not matching 3D Studio

Hello.

I'm starting the process of converting an existing game to Unity 5.2 from an existing graphics engine. The existing game code is being used as a prototype. I'm still at the stage where I'm trying to figure out what works and what doesn't. I have existing assets that worked fine in my exiting game, but for some reason are not loading correctly in Unity.

All assets are created in 3D Studio 2009 and exported via the FBX 2011.3.1 exporter (which is the most recently that works with 3DS 2009). What I'm finding is that the textures are not rendering properly. The mesh seems to load okay, but all the UV's of the textures are messed up. I've tried adjusting the tiling etc, but I might be looking in the wrong place.

This is what the model(s) look like in 3DS 2009 alt text

and this is what it ends up looking like in Unity alt text

I'm not sure if it's visible, but all the materials (textures) loaded okay, but on the model in Unity, they're stretched or warped or something.

Oh, sorry, a couple of other points. I've tried loading some sample models, and those look fine. They also render properly in my other graphics engine. So I'm about 90% sure it's not a graphics driver or the like. It's possible I suppose, but if it were, I'd imagine that it would be a problem in more than just Unity.

Again, any suggestions would be appreciated.

thanks David

unity52field.jpg (167.9 kB)
3dmaxfield.jpg (159.0 kB)
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Answer by UNITEDFUTURES · Jun 21, 2016 at 09:25 PM

I have been having this same issue but from C4D to Unity3D. The issue for me was that the texture was being offset in the y by -1. Open up your material and make sure that the offset is set to X = 0 Y= 0

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