I am trying to use the FBX exporter via LightWave, however, Unity doesn’t seem to pick up the Material information.
The UV information seems to coming in to Unity, but I always get the same Material: Default-Diffuse ie all the fbx objects have the same Default-Diffuse material (no matter what the surface name was in LightWave). To correctly texture the object in Unity I have to create a new Material and attach it to the fbx object (then attach the texture file).
Also some of the objects have more than one uv map (the maps are applied to different verticies in the object so each vertex has only one uv coord) but again I only get one Material for the whole object.
You can actually just drag the texture onto the object in the scene or hierarchy, that will automatically create the material for you.
Please report a bug on this and include the lightwave and fbx file.
If there is an option in lightwave to export to fbx text format please use that instead of binary format.
I don’t think so. If it is a bug in the lightwave fbx exporter, then i will file a bug with alias on it.
I imported the fbx object into Maya. In Maya the object correctly has two lambert Textures (applied to the correct parts of the object), but Maya only shows one uv map. If I then save the Maya object (as a .mb file) and look at the object in Unity, it again only has one Materail. In Maya it looks like the textures are actaully vertex maps - not sure - something strange going on!