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Question by Jay_Adams · Nov 24, 2010 at 02:25 AM · importmaterialsmodels

Importing materials issue, too many...

I am building modular scene pieces, all in one Max file, but importing them seperately into Unity. (I guess I could import all at once, seperate in preview, make prefabs...just thought about that).

So here's my issue.

I export one modular piece. Say street_straight.fbx. It has materials: sidewalk and street on it. Now I export street_bend.fbx. It has materials sidewalk and street also. (My max scene has about 10 materials in it).

When I look into materials I know have: street_straight_sidewalk, street_straight_street, (see how they have the material name AND model name combined to make a new name).

street_bend_sidewalk, street_bend_street, (and the same two materials now have another nameset)

So in Max I think I'll just have 2 materials in Unity, street and sidewalk, but I end up with 4. But I've got 6+ street pieces, so now I have 12 materials. But it gets worse, I also have the 8 materials that aren't used on those meshes for each mesh. So now it's 60 materials in Unity.

ie: street_straight_sidewalk, street_straight_street, street _straight_grass, street straight_glass, street_straight_metal.... for every single model (30 in scene, so 300 materials ???)

that's insane. How can I export a model, and NOT have the materials named after the model itself, but only the shader name? (Other than exporting everything at once -which still adds to my shader names- and then making seperate prefabs)


If I use 'off' for material generation then I have to assign all models materials, but at least I can limit it to 10 materials.

'per texture', results in the bad names model+shader 'per material also results in bad names.

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Answer by $$anonymous$$ · Jun 13, 2011 at 02:34 AM

I have the same problem on my PC. But on some other PC, it works correctly, I mean the material name isn't with the model name. I'm not sure whether or not there is something wrong in the unity setting.

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