3ds max limitations

Hi unit3d,

just downloaded the editor and took almost no time to get things up and running… but I did notice a couple of problems (which might be the way I’m using the editor).

I have create a fairly complicated scene in 3ds max,… and I’m using xrefs a lot. I noticed that all my scene objects that are of xfile/xrefs are not imported into the assets in unity3d… is this correct?

I also noticed that a lot of the objects I’m not applying any material but using the vertex colors of the object in 3ds max… but when unity gets it’s hands on an object without material it applys some other default color (which in my case is wrong).

any suggestions,
Peter Wraae Marino

Not sure about the xref stuff, but if you do not apply a material in Max
Unity will apply the default scene material (first one? not sure).

Hi Don,

I find it strange that unity would apply the default material when I never have assigned a material to an object… I would expect only to see vertex colors.

I’m still learing unity (my 3rd hour now)… found out also that unity seems only to support diffue and multi/sub materials… which means all my mental ray material is useless :frowning: but do kind of understand why unity can’t support mental ray material because unity has no chance of knowing how the shaders have been setup to create those materials.

thanks for replying,
Peter Wraae Marino

Yeah, hang in there for some other input, I’m not too advanced with textures,
I basically use bitmaps (Photoshop and png) for my models in Unity.
Unity will use the basic color that is assigned but as far as I remember will assign a material if there is one in the scene.
I haven’t really thought about it but of course you can select the object and choose “none” for the material.
If this has to be done for many objects it will wear on the creativity side.

  • mental materials will not transfer to unity. Mental Ray totally works different.
    I would advise to learn about the materials in unity manual and you will see there is a lot of simularity and it is super easy to use it

  • ref models will not be exported. That is because of the .fbx exporter.
    Make your ref models local before you export it to .fbx

lesfundi