I’m in the situation that I have to port an Unreal application to Unity (Yay). Basically, all of the meshes come in FBX.
I have a problem with the import of one of those meshes. In fact, when I take a look at the mesh in Unreal or in 3D Studio Max, it has a multi material applied (see Multi mat image). The multi material appears as should in Unreal.
Unfortunately, when I import the FBX file to Unity, I only get one material. Ideally, it should be “split” in multiple sub materials, but this doesn’t happen.
As far as I know this should work fine in Unity too. We usually use OpenCollada as an export format, but FBX should work the same. Do you mean you really only get one material or do you get one material for the first 12 materials that are actually all the same?
I suppose you’re right. It’s a question of interpretation.
I’d like to see it the way Unreal does it because it mirrors how the materials are really applied to the mesh. In fact, in this case, the sub materials are used to highlight different parts of the hologram. Would be nice if Unity had an option to enable/disable this interpretation on import.