Hello All,
it is probably an easy fix but I’m lost atm.
I have imported an FBX from Max, all of my meshes contain a material called “No Name”, when I select an object to apply a material (dragging a material to the empty box) my whole model is changing.
what can I do to fix this?
thanks in advance ![]()
Model is changing? Can you post an screen grab of whats going on?
yes, the whole model is changing
But how so? Is it warping the modeling beyond recognition or is the texture not showing up or something else?
You have to use different materials in max if you want to assign different materials in unity. If everything in max is only one material, you can just Change everything together.
Thanks for the reply guys ![]()
The problem is that every mesh is using the same shader called “No Name” so when I pick a glass mesh (i.e) and apply a material to it, the whole model assumes this material. I see no where, where I can change the actual shader assigned to the mesh.
am I missing something here? the model is exported from Revit and into max and out again as FBX, needless to say that no materials come through. that’s ok but I need to assign a different shader
If I am understanding you correctly you are looking to assign more than one material to a mesh?
If so, click on the mesh you should have settings show up in the inspector. Under the mesh render, there is a parameter for materials that allows you to assign more than one material if you change the size. This will only work correctly if the model already has the channel data stored in it to accept more than one material.
For each material assigned to the mesh there is a place in the inspector where you can change the attached material’s shader.
These are the assumptions I have made from reading posts:
- One Model
- One Material
- That you used a Max setting to assign multiple images into one max material.
I have two suggestions:
1.) Embed media when you export. This will associate your materials to the model and will import them in once you import into Unity.
2.) Assign multiple materials to the object in Max.
For Example:
If you made a house and want the windows to be a glass texture and the walls to be brick than use two different materials for the same model you can do this by selecting individual faces and applying the material. When you export this into Unity it will give you multiple material which you can assign any material you want to those ploys on the model. Normally you’d want to unwrap the model and create a texture map so you can just have two use one material, but in this case that doesn’t sound like what you are trying to accomplish.