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Question by woody3d · Jul 27, 2014 at 05:31 PM · croptexture-atlas

Texture Atlas from 3ds Max w/ 'crop' feature doesn't import to Unity correctly

Problem #1: I took a character with 26 materials and consolidated it down to 4 materials and 1 texture.

In each of 4 sub-materials I checked the Crop checkbox so that material uses the appropriate part of the Texture Atlas.

Unity cannot import the maps correctly.

Problem #2: SO:
I tried 'Render to Texture' and ended up with 1 simple texture and 1 simple material with 1 diffuse slot, It works in Max Viewport, looks great, re-export and import to unity and the texture is all over the place in a different way but still no where near correct.

,.. HMMMM This is maddening; Nothing is working the way it is supposed to. :) HELP!

THANK YOU FOR ANY LEARNED SUGGESTIONS

I uploaded a screen capture video of the problem (#2) in action: https://www.youtube.com/watch?v=1AUQ7tBAbQw Problem #1 is an equally messy interpretation of the texture on Unity's part.

UPDATE: MY 10 YEAR STREAK OF NOT EVER HAVING HAD A USEFUL SUGGESTION FROM A CONTEMPORARY STANDS INVIOLATE.

As usual I came up with my own fix that gets me where I need to be (Albeit with 8 material to 'call' and 8 meshes instead of one. I broke the mesh up into parts based on Material ID - then I made 8 corresponding materials each with a new 'uncropped' texture. and applied correspondingly. The materials not only worked when I brought it into Unity they were already applied (except the transparency for the hair) which taught me 2 things: That if your textures are already in your project folder when you import your *.FBX -the materials seem to work automatically, (cool!) and: if I import a material with an opacity map, I can create a 32-bit RGB/A TGA file and have the opacity map and Texture map in one file (cool!)

I still haven't found a way to combine these 8 meshes in Max together with a nice merged texture ATLAS (without using the Crop feature which worked GREAT in MAX but Unity screwed up. I bet UNREAL could handle it.) and output anything efficient but at least I can continue on for now. BTW The meshes are comprised of: Face, Head, Torso, Limbs, Hair, Ponytail, Clothes and Boots, Clearly they would be better as a singe mesh again!

I would bet this is a hugely simple problem but as I'm new to Unity it is the answer is,.. Occluded! :~)

I have never counted on the kindness of strangers. I have never been surprised.

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avatar image woody3d · Jul 28, 2014 at 07:16 AM 0
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I will give a 'Technical Consultant' credit on my game to first successful answer or clue!

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