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Guide in Importing Objects from Maya
It's My first time to model and import objects to unity from Maya. i have exported the object in maya (.MB) and imported it to unity. The models seem right, but the texture isn't the same as to what i have in maya. the transparency, the texture and all. Am i missing something? should i do something before importing it to unity to get the same thing i have in maya? or is the file type from maya not right? I hope you can help me with this. Will appreciate it much! :D
Answer by Jessy · Jan 18, 2011 at 03:41 PM
Shaders don't translate between apps. In Unity, change the shaders on your materials to be transparent, when you want blending. As for texturing, you just need to make sure your objects are UV'd; other procedural texturing methods won't translate either.
sorry not really familiar with the terms, what's UV'd? how about the imported images made as textures on maya? it won't translate as well? should i do the texturing on Unity? or is there a way i can just import the materials from maya? Thanks so much!
UV mapping is an important component of the realtime 3D art pipeline. There are probably thousands of tutorials on UV mapping, in $$anonymous$$aya alone, at this point. Go check some out.
hey i have checked out some. I don't know what's wrong with it.. i just had a plane lambert, added some textures and bumps..but when i exported it as .mb or .fbx, imported it into unity, but the material in unity was just a pure lambert, the textures etc was gone.
I don't know what else to tell you other than what I already said. What is it you're not understanding, specifically, about the words I wrote?
Answer by Velketor · Mar 14, 2011 at 03:56 AM
In Maya, add a fresh lambert to all new geometry you create. Don't use the default lambert an object comes with.
Also, when you export as an .fbx, make sure you check the box for Baking textures. This will save your textures onto the model.
And learning how to unwrap UV's is essential too, as Jessy mentioned above.
Hope this helps!
Shawn