FBX import: Bitmap not linking to object
I'm importing an FBX containing many planes, each with a Bitmap texture applied. However the Bitmaps are not linking to the corresponding shader.
This is odd because I've been successfully importing my FBX's (with bitmaps) up to now. The first image below show where the bitmap should appear: rendered on plane, and in the Shader properties.
The second image confirms the Bitmaps have been imported, and shows I'm able to link the Bitmap to the Shader manually via the Albedo button. However in the past this happened automatically on import.
I have 225 Bitmaps so would prefer the import to work rather than having to link each individually.
Can anyone explain why this is happening and how I can fix it? thanks
Answer by RCrusoe · Aug 06, 2017 at 11:36 PM
Yes 1. - separate meshes each with unique textures. I'm using 3DS Max and been sure to check the 'Embed Media' check box on the FBX export dialog.
When I import the FBX into Unity it creates 2 folders, one containing my models, the other the bitmaps. The bitmap folder is given an extension .fbm,
I've been deleting both folders before importing, but I've found if I don't delete the .fbm folder and re-import or just drag&drop my .MAX file in then my bitmap to meshes link remains. So maybe I'm deleting the .fdm folder unnecessarily.
Eventually I'll add some new meshes with bitmap textures to my .MAX, it will be interesting to see if they are appended to my scene ok. If not I'll have to do it manually (as shown in my images above) but that won't take to long as it will only be a few. The main thing is I've at least found a way to retain the ~220 I already have imported
cheers
With characters - sometimes I have to initially set up the textures upon the very first import, but when updating the model/character with a new fbx import and new textures - they have always seemed to 'just work'. I believe Unity probably keeps some meta data related to files or meshes that have already been imported.
Glad you found a solution.
Answer by theANMATOR2b · Aug 04, 2017 at 02:11 PM
I'm importing an FBX containing many planes, each with a Bitmap texture applied. 1 file with several separate meshes with proper UVs for each mesh with completely different textures per each mesh?
OR
1 file with a bunch of different mesh elements that are all one object with different UV sets per mesh element?
OR
In 3D Max fbx export there is a include embedded medial check mark that packages textures into the fbx. Does blender have that option in the export dialogue?
Might try to export out of the same scene with all the planes - just one simple object with proper textures and UVs - into Unity. The simple mesh will display the textures as desired, then attempt to export the existing meshes with separate planes and proper UVs. Might fix it, though I'm guessing this has something to do with the embedded media export.
Last - attempt moving the blend file directly into Unity - or exporting as fbx - whichever method you are currently not using, to see if that fixes the issue.
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