Importing 3ds Max model into Unity3D - Map Channel Problem

When I import a 3ds Max model into Unity3D, the objects that have a map channel other than 1 will show up distorted.

I will like to ask if there is a programmatic way to solve this problem?

2 Answers

2

Does anyone know anything or able to help me on this? It’s really urgent to me. . .

Same problem here. I can only suppose you are using Multi/Sub-object material.

I think Unity uses only 2 channels for uv mapping. First one is for diffuse, and the other one for normal (don’t take my word on this). So if you have a map that uses channel 2 or higher, it will be mapped on the object in Unity using channel 1(which is not the one intended one). Thus the distorted texture.

To sum it up, you can have multiple materials(and all diffuse if you want) on one object, but they will all use channel one for uv Mapping.

One way around this is to use only one texture for the entire object. For this you will need to be skilled in UVW Unwrap in 3ds Max. I am not :slight_smile:

Other way , a not recommended and only for emergency is to separate the problematic polygons as an individual object in 3ds Max. This way you have an individual map and UV coordinates to work on.

A more experienced person might suggest a better solution.