I have a conflict here between unity and 3ds max and can’t figure out what is the problem.
I have a city map made in 3ds max, I imported the map(fbx), and the materials are a mess.
In 3ds max I have the materials perfectly organized, but in unity I have a single material named “standard material” which is responsible for almost the whole map.
As I change the color of this material, the whole map is affected.
The map(model) has 3 million vertices viewed in 3ds max, and not in unity.
Since unity counts as the graphic card counts them…
I need to know if there’s a limit for the vertices count (total and not per mesh) that unity has conflicts with the materials, or what other reason?
Any help would be great!