I'm not having much luck with Unity.

I’m not having much luck with Unity. It is very frustrating to me.
My models (that I create in other software) always come up grey.
I’ve exported .fbx, .3ds, .blend and all are grey. I even DL’d some
free .3ds files from 3D cafe and they turned out grey.

I try to alter or apply other shaders and it’s HIT or miss. I can’t
figure out why some properties change the look and others don’t.

Please can someone “FIX” my model so I can load it with the proper
shaders showing. I’ve attached a zipped folder that has a .fbx and
all the textures and mats includes. They just don’t seem to work.

Thank you!

Cheers,
TOM

– OBTW –
3D Programs I own:
Blender,
CosmoWorlds,
SketchUp5 (trial 1.5hours left),
trueSpace3.2,
gameSpace,
Unity (trial 11days left)
Wings,
XSI (trial),
Zbrush2

My Computer:
Dual G5 - 2.7Ghz
8 Gigs Ram
ATI Radeon 9650 - 256 MB VRAM
23" Cinama Screen

3390–121–$cottage_fbx_856.zip (152 KB)

Tom,
This is usally caused by two things:

  1. The models aren’t uv mapped - they must be uv mapped.
  2. Unity can’t find the texture file - in this case, just drag the texture file on to the model (or on to the material componet of the model)

Richard.

Until someone can FIX the files I’ve attach I won’t
be able to move forward with Unity.

Thank you,
-Tom

The FBX file crashes Cheetah to the desktop. I can’t open it here, maybe tomorow AM I’ll have Ron tackle it.

Thanks DaveyJJ,

Thats the story of my life lately - crashes, kernel panics, machine lock-ups,
and widgetMonkeys not working because of my wacom tablet. :wink: But…
things are looking brighter. Apple replaced my ailing Dual 2.5 with a nice and
quite Dual 2.7. Man was my 2.5 noisy .

It’s SO hard trouble shooting when everything is alien. I’m learning way too
many programs right now. I did manage to link up the texture with the proper
geometry. But things don’t always work. It is always painful learning NEW
software when you’ve already mastered similar software.

I’m not a noob to realtime 3D (9+years) it just feels like it, the way technology
advances and all.

Cheers,
-Tom

Hi Tom
I’m currently experiencing problems with textures from imported fbx files - though the textures are written to an fbm folder they do not show up on the model. Furthermore, if I re-assign the textures to the object, save and quit, when I re-open Unity the textures are gone again and I have to re-assign the textures. The only solution I have found so far is to create new materials from within unity then apply these materials to the model. This seems to have the desired effect. Someone said in a thread a little while ago the fbx import problem was something to do with the material name not matching in your 3D app (I think) but now I can’t remember who and I can’t find the thread :roll:
Cheers
Boxy

EDIT: found it-

You simply need to move all your textures into the “Textures” folder next to the mesh. Then hit Assets->Reimport while selecting the fbx file in the project view.

This is all described in the documentation by the way:

Thanks Joachim, Last time I looked this info wasn’t in the docs :slight_smile: Guess I was looking at an older version. However, I have just tried all these suggestions (including pdrummond’s) and none of them result in the fbx automatically retaining the texture when I drag the object to the hierarchy window - procedure and results:

  1. In Cinema4D create a sphere and assign it a material called x (which is named after the image file, x.psd). Rename the texture tag on the object to match the material name. Export the textured sphere as an fbx (I have also tried naming the fbx object the same but this makes no difference).

  2. In Unity the Project window is populated with:
    -an object called x
    -a folder called x which contains the image file, x.psd
    -a Materials folder which contains nothing.

I click on the object x and observe in the Inspector/Mesh Renderer/Materials that 'Element 0 - Missing (Material).

I can of course just drag the image file x.psd onto the object in the hierarchy window and it is correctly mapped etc. But if I save>Quit then reopen the image file is once again not associated with the object. The only way I can seem to make the image stay permanently on the object is to create a new material from within unity with the x.psd attached and drag that to the object.
These steps are the same no matter what fbx object it is. I think the problem may be that the material folder is empty and materials are not being automatically generated in the first place? I don’t know why this would be though.
If this sounds buggish and not just stupidity on my part I will submit this on your request.
Cheers
Boxy

Hey Boxy. Yah sounds like for some reason the material isn’t being created from the fbx file that you exported from C4D. Let me know what the problem was when you figure it out, so that if I have the same problem some time I know what to do. Jeff

Will do
Cheers
Boxy

Hey Victom how did you get your 2.5 replaced? I have been having lots of truble with mine. Just this saturday the HD went corupt over night. It frezzes up all the time. Some times it gets stuck and the fans go full blast and nothing responds. I get the spinning pizza of death a lot, and I have to reset the motherboard quite often to get it running at a decen speed again. Jeff

The easiest way to setup 3d assets is the following.

  1. Make a folder called “textures” in the same folder as your model (FBX, 3dx, ma, or whatever).

  2. Make sure that your texture follows the “Powers of 2” standard - meaning its dimensions must be 32, 64, 128, 256, 512, 1024 or 2048. You can have a texture that is 256 x 512 or 128 x 256, etc.

The great thing about this setup is that Unity will auto-update in real-time. Change a texture and bam, texture updated on your model.

Here is a folder view for one of my projects…

Thanks Coreav
Joachim has also very kindly sorted out the C4D/fbx specific problem I was having. The setup needs to be as you say, either textures next to the fbx or a textures folder next to the fbx, But the other problem I was having was back in C4D:

I needed to un-check the “Embed Textures” option as circled here in Edit>Preferences>Import/Export>FBX Export. I also needed to manually place the textures in the Project Assets folder. For any other C4D-ers, (Jeff!) I’m presuming that since C4D also needs the same path connection to the textures all my C4D master files will reside in the same place too.
Cheers
Boxy

Thanks for the info Boxy. I’m slowly getting a grasp on a good C4D/BP/Unity workflow. Hoping to add Vue to that workflow soon too :stuck_out_tongue: Jeff

Cool, it works nicely don’t you think?
I’ve just been spending some time optimizing the DannyBoy character (Down to approx 4000 polys yay!) The thing I’m doing at the moment is UV mapping him before I can take it into ZBrush - man BP is a great tool but is it just me that finds UV mapping a tad tedious? :wink:
Boxy

Game unwrapping is a saint in relation to uv mapping for film and broadcast! Imagine for yourself working on a 10.000 poly model…

I only did the head, but since that experience I’ve only done game models! :smile:

But im wondering how the modeling workflow affects unity though. I saw a gnomon video on poly modeling the other day and there’s a lot of quads following into the game world, or so it seems. I was wondering what kind of prefs unity has got to this (when I import quads it automaticly splits it up to tri’s, making a lot of unnessesary polys.

But it’s nice when you have finished your model with your OWN texture though, thats a nice feeling!

It is a nice feeling you’re right Robert, its just that after a whole day snapping UV points together I tend to start wondering what life is all about :slight_smile:
As for the high poly mesh mapping, it looks as though the next wave of ZBrush upgrades/plugins will take care of that quite nicely (See ZAPPLink)…

http://206.145.80.239/zbc/showthread.php?t=28498

I don’t know if I’ll ever feel comfortable modelling with tris, it feels like I’m ripping the soul out of the boy!
Boxy

I like UV mapping a lot. It’s so much more satisfying getting something looking the way I want rather than the way it turned out, pluss I have done so much PhotoShop work that It feels natural. Jeff

I find zbrush and all that allmost surreal, that you can model with 14 million polygins and stuff (unreal for me!)… Im old fashioned so I guess Im having trouble adjusting to the zbrush way of thinking :smile:

But some of the models are amazing though! And the normal mapping solutions are looking great. Makes me wish I had Maya 7 with the new normal mapping tool it’s got… Argh, descitions, descitions…

Hi Robert
I know what you mean, I’ve had ZB since version 1.55 and am only just getting my head around the basics. It is totally alien to the way I’m used to doing things, but then that is also why it can do the things that make it alien :?
It will never be a substitute for my regular 3D package but its a damn good accompaniment.
Boxy