Hi,
a friend and I have some trouble exporting our model as an fbx to Unity. We followed the information in the documentation and looked up several posts here and elsewhere on the net, with no success.
We are using the latest FBX exporter plugin. (2010)
The materials are not properly exported, the log says it can’t export the material and is using a generic material instead.
A while ago we tried it with a different max version and back then, when importing via FBX, Unity created an .fbm folder next to it, with all textures inside and that worked perfectly.
Now it doesn’t do that anymore.
The scale seems to be messed up to, the model is way to small. (We are exporting in meters)
Maybe someone here has a suggestion?
Thanks,
Thomas
Materials don’t export to Unity, you create the materials in the Unity Editor. All you get is a default diffuse material with the name of the object your exporting.
It only takes a few moments to import your textures into the editor and set up a new material using one of the many shader materials provided.
Unity has a default scale of 0.01 for some reason. In the FBX import component of your asset in the editor, you have to set the scale to 1.0 and then it will display properly.
Have you got the ‘Embed Media’ option turned on in the Fbx options when you export?
Yes, we tried it with and without. Didn’t change a thing.
Is that really true, are you sure?
Because I can swear we did export .fbx with textures before, ready applied in Unity. And it is what I read from the documentation http://unity3d.com/support/documentation/Manual/HOWTO-ImportObjectMax.html.
Ok, we saw that setting and I could swear again that it exploded our mesh messing with this default before, but we’ll try again.
Thanks to you both,
Thomas
If you are using non standard materials that the Fbx exporter doesnt support then it wont know about the textures that material uses. Do a test scene with and object with standard materials and some textures and export that and I suspect you will see the textures being exported correctly.
I think you will find that setting unity scale to 1.0 and 3dsmax system scale to 1 unit = 1 meter will make the two apps scale sync.
I’m making a game that consists of 3d tile geometry and everything snaps perfect 1:1 with unity. Also means all the physics geometry scale matches so boxes, spheres etc all match perfectly.
I hsven’t had any problems with my skinned characters using the same scale either.