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Why Blender's FBX must reassign texture but 3ds Max's FBX don't?
I want to use my model from Blender with Unity. When I exporting .FBX from Blender I must reassign the texture again but when I export .FBX from 3ds Max I won't have to. Is there a way to archieve same effect as 3ds Max? I mean, It's the same .FBX format why Blender can't do it? (This is troublesome for large object count with different textures) Oh, all texture on Blender has been UV unwrapped.
If I can't really do this someone gotta write an add-on exporting script soon!
Are you using 2.60? I just tested something simple. But I imported the textures into Unity, then pointed Blender to use those. When exporting .fbx it imported correctly, and had the material/texture assigned. I think that is what your asking, but not positive.
Oh come on, it's not that hard to just do it manually! The UV maps export alright, so it'll work fine. Blender $$anonymous$$aterials obviously won't work in Unity, since they use a totally different format- so you'd have to manually set up your shaders anyway.
Yeah for billboard tree (a tree consist of cylinder and 5 planes) I'm working on if I use blender I must set two-sided+transparency shader AND reassign the leaf graphics for all faces. For 3ds $$anonymous$$ax all faces shown it's respective graphics so I only need to set shader.
And I'm using 2.6 (latest version)
$$anonymous$$ake the leaves all one object, it'll save on draw calls and make it way easier to assign the textures.