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Question by Sepulverture · Sep 25, 2016 at 09:51 AM · textureimporting problems

Unable to import textures from Agisoft Photoscan

Hello All,

I am having a problem getting textures to import into Unity 5.4 from Agisoft Photoscan. Please read the detailed description below. Any assistance that may be offered will be greatly appreciated.

I am not an experienced 3d modeller, although I have some experience with the software listed, and can at least navigate the menus.

Photoscan is where my most experience lies, followed by Unity 5.x.

I am just picking up Maya and MeshLab, and I have downloaded blender (as I have seen it recommended often as a good solution when working with Photoscan).

Tools Used:

  • Unity 5.4

  • Agisoft Photoscan 2.5

  • MeshLab (latest release as of date of this posting)

  • Maya 2016

The problem I am having:

  • I am using Agisoft Photoscan 2.5 to build very high quality meshes and textures for export to Unity 5.4. Agisoft Photoscan generates the mesh, vertex colors, and high res textures. The mesh, and vertex colors are viewable in Unity 5.4, however the high res textures are not viewable.

  • In MeshLab, the mesh, vertex colors, and high resolution texture are all visible.

  • In Maya 2016, the mesh, vertex colors, and high resolution texture are all visible.

  • I have done a lot of online searching, but the things I have been able to find don't really address the problem I'm having directly.

Things I have tried:

  • I have exported from Photoscan as FBX with both JPEG and PNG texture formats. I have tried importing these directly into Unity 5.4 (vertex colors and mesh visible, cannot apply the high resolution textures)

  • I have exported from Photoscan as OBJ with mtl files. Same result

  • I have imported to Maya 2016, applied the texture files to the model, and exported with the "embed media" option selected in the FBX export plugin. Import into Unity 5.4, but still the same result.

  • I have imported to MeshLab as an OBJ, (sometimes MeshLab recognizes the MTL files, sometimes not). I have then re-exported and attempted to use in Unity 5.4 (same result).

  • In Unity, I have tried manually overriding the default texture resolution of 2k, setting them to match the texture resolution that I used from photoscan (2k resolution x4, 8k resolution x1, 4k resolution x2, 8k resolution x4).

Conclusion:

  • Photoscan seems to be exporting the textures correctly, as I am able to load them up in both MeshLab and Maya 2016 without a problem.

  • Somewhere along this workflow pipeline I am missing something. My lack of experience with 3d modelling and texturing for import into Unity leaves me baffled and frustrated, and unable to find the solution myself.

Thank you so much for reading, and I am looking forward to soling this problem.

Nick

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Answer by ianewart · Jan 16, 2017 at 08:11 AM

Hi, not that I'm an expert, but I have been importing textured photoscan models to unity 5.4. When Iimported them into unity, the meshes were separate from the textures, so I created a new material in unity (the white sphere) then dragged the texture map that came with the mesh (from photoscan to unity) onto the new material, then dragged that onto the mesh. I have been doing photogrammetry of buildings, and was testing high and low poly models. The high poly model came with two texture maps and the low poly only had one, but both were imported automatically and I was able to link them to the meshes quite easily. Good luck!

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Answer by dansopanso · Jun 16, 2018 at 11:43 AM

Hello ianewart,

i have a simillar problem. Could you provide a short walkthrough how you create the material with two texture maps? I worked with Unreal before and there it was really simple but I wonder how to do it in Unity. Thanks in advance :)

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avatar image dansopanso · Jun 16, 2018 at 12:04 PM 0
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Ok I think I already figured it out ;) $$anonymous$$aybe this helps to whoever finds this post via google :P

If you import your mesh and drag it into the scene it should already have two shader slots.

All you need to do is to create two new materials and apply the two textures to them. Then open the "$$anonymous$$esh Renderer" of your object in the scene and apply the materials to the correct $$anonymous$$aterial slots.

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