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Question by Videoman · Apr 05, 2014 at 10:35 PM · texturematerialexport3dsmax3ds max

3ds Max Multi-Sub object Material - Unity. Not all Materials are Exporting into .Mat files.

Here is my issue. When I export my FBX file into Unity, not all the .mat files are Generated for me, and thus Unity Auto-Assigned the wrong .mat files to the wrong surfaces on the Mesh. Sure this might not be an issue for most, but what about when the model uses 40-50+ textures (including normal map textures). So my question is, is there at way to create a Material in Unity by selecting two or more Textures (possibly including normal map textures) and choose to create a Material from them? An example would be like to Right-Click and choose "Create Material From..."? And yes I tried that and could not find a menu option as such.

If there is not an option like this or a way to do this, how would I go about exporting the .mat files from withing 3ds Max WHILE they are part of a Multi-Sub object? I know you can export your entire library that is in the current scene of 3ds Max, but what about the Materials that are under a single Multi-Sub object set?

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avatar image Videoman · Apr 05, 2014 at 09:50 PM 0
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Another issues that seems to be happening A LOT is the fact that Unity Auto Assigns materials to the mesh(s) that I exported from 3ds $$anonymous$$ax. That would be ok with me IF the fact the Unity did not auto apply the WRONG material to a vast majority of my mesh.

This not only happens when using FBX but also it would seem that it is happening with .max files as well.

This might correlate to not all the .mat are being auto created and thus Unity says "Can't find the right $$anonymous$$aterial, so I am just going to use the wrong one ins$$anonymous$$d". Which in my opinion is really punishing on the modeler/level developer.

Any ideas on this question too?

Thanks

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