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Importing models, Textures, UV maps/ UV Swapping
Hi guys, I have been having this problem for some time, When working with my FBX models from Lightwave importing them into unity has always been a problem for some reason, I have to separate the objects into their individual layers to import the textures across properly
It's like half the UV's flip themselves. But when I use the option 'Swap UV's' it shows the other half of the models textures where they should go and hides the UV's that where right before. Any suggestions on how to fix this issue? Is there a certain way I should be importing from Lightwave or doing something wrong inside Unity?
Regards. And thank you in advance.
Not familiar w/ lightwave but does it have a mirror modifier? $$anonymous$$ake sure every "tool" or "modifier" has been applied, frozen, whatever it's called in LW
It's just the UV's that appear to be flipped. All the UV's are correct, its just half of them flip. Really don't understand why, I've been through all my settings and compared the UV's that flip to the ones that don't and there all the same!
Thanks for your suggestion
Ok im half way there in figuring it out - can anyone else shed some light on this?
All the maps and UVs and models are right. What the 'Swap UV's' does is change which maps are actually viewed!
So I have 4 texture maps, 3 of them dont work and one does, when I swap the UV's the 3 texture maps show and the other goes! Any idea how to fix this? Thanks!
Just found this -
I tried exporting the mesh as an OBJ then importing it back into soft and then exporting that mesh as an FBX into unity, and that fixed my problem...
Unity or the FBX exporter is picking up the fact that that I cloned half of the object and then scaled it by -1 and no matter what I freeze in Soft.
Looking at it now the objects have been mirrored which is causing the issue. But some objects have not been mirrored. I'm posting this on here for others incase they come across the same problem :)
Answer by JuiceReis · Aug 12, 2013 at 10:27 AM
Problem solved. Not sure if its either a lightwave or Unity bug. When exporting FBX files from lightwave to Unity you need to make sure each individual object has its own layer in Lightwave to export the map correctly. I shall be reporting this bug to see if it can be fixed.
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