Faces come into Unity inside-out, so I have to manually flip before I export the FBX from Modo
UV textures are not correct (I’m guessing because of #1). The UV seams are not in the correct place, but I can see the details I’ve painted on the textures.
I made simple cube and sphere unit primitives with their default UVs generated by Modo, so I can’t say for sure this would happen with custom-unwrapped/UV’d objects, but I’d expect so.
I noticed in the Luxology forums that some were commenting on Maya’s bad handling of Modo FBX files, so its likely a Lux problem.
Has anyone had better luck? I’ll post images tomorrow if anyone’s curious, and I’ll likely be popping in at Lux forums about this then too.
I think I’m almost back on this stuff full time, missed hanging out here
I’ve had some problems getting FBXs into and out of Modo since forever. Unity seems to behave similarly to the other 3d progs to object to its way of handling the format (Cheetah 3D, Cinema 4D, to name those I’ve tested).
Yes - Modo’s fbx is still broken - we will have to wait for 202 before it is fixed However, Modo does have obj (which seems to work fine - I just did a quick test). It also has a collada exporter but it is a script which you have to load yourself - you can download it from: