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Question by Wyloch · Jun 04, 2013 at 08:11 PM · importfbx3ds max

Exporting loses materials/textures (3ds max)

I have an Editable Mesh. It is made of several primitives, which all have different materials applied and MapScaler-ed. Then I collapsed them all, and attached them together to obtain one single Editable Mesh with texturing looking exactly like it should.

From this point, I have tried each of the following: 1. Export to FBX, then import to Unity. The geometry imports, and is gray. No luck here. 2. Render To Texture. Create a new material, apply my newly-made texture map. Looks terrible, as expected, so I apply a UVW-Unwrap, and now everything is in the right place but at extremely poor resolution. Export to FBX, then import to Unity. The geometry imports, and is gray. No luck here. 3. Try and import the .max file directly. The geometry imports, and is gray. No luck here.

To save some time, this information is absolutely no help: http://docs.unity3d.com/Documentation/Manual/HOWTO-ImportObjectMax.html

I have searched and watched dozens of tutorials with no luck to address this problem. There are many tutorials showing the basic process for exporting and importing. That is very easy. What no one seems to address is how to preserve all of your Diffuse and Normal mapping.

Any suggestions?

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avatar image Wyloch · Jun 04, 2013 at 08:27 PM 0
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Also, this information recommends storing relevant textures in a folder called Textures in the same directory as your FBX. That also does not work.

http://docs.unity3d.com/Documentation/$$anonymous$$anual/HOWTO-importObject.html

avatar image Wyloch · Jun 04, 2013 at 11:08 PM 0
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RELATED PROBLE$$anonymous$$:

In an attempt to work around the above, I have created a model with no textures at all. Just a plain exported mesh, so that I can attempt to make materials in Unity and apply them there.

This basic functionality also does not seem to work. Upon applying the material (a basic Diffuse type shader), the object obtains a solid color that is similar to the texture applied to the material.

Given how horribly Unity seems to handle these most basic of tasks, I am beginning to suspect that I inadvertently messed up some global setting somewhere...

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Answer by Wyloch · Jun 15, 2013 at 06:44 PM

After much research I finally found a tutorial that properly explains the process.

http://online.ts2009.com/mediaWiki/index.php5/HowTo/Render_to_Texture

With the above, I have been able to import a single model, complex mesh, multiple textures on it all scaled differently.

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