Hi all, I’m trying to establish workflow for getting assets in to Unity and running in to very inconsistent results when trying to get a textured object from LW to Unity.
My objects always show up in the LW modeler and layout just fine, but when I export to Unity, the UV maps get all screwed up. I’ve attached example screenshots to illustrate. Basically, the more care I take to create my UV maps, the more messed up they are in Unity, but I’m sure there must be something I’m missing…somewhere?
Thanks,
Russ

The fbx exporter of lightwave appears to have one bug where you have to use the embed textures option for uv’s to get through.
That option is enabled by default - I tried turning it off when someone else (using another software package) said it should be disabled. Of course it didn’t work (due to the bug you mentioned).
These screenshots were taken with embed textures option turned on.
This is a long shot, but what if you flip the texture vertically after you’ve exported it?
-Jon
Then everythings screwed up and flipped out 
Just in case I didn’t get the point though, you mean flipping the texture file itself - not UVs or something else that I didn’t read correctly, right?
Richard Brak wrote this very good tutorial on how to export from ligthwave to unity.
I haven’t formatted and integrated it into the unity documentation yet, so here it is in raw form. Maybe there is any insight from that.
3861–147–$exporternotes_370.zip (536 KB)
Unfortunately, that’s exactly the process I followed. I think there might be some further restriction when going LW->Unity than only one UV map/object. Its a bit difficult to pin down what the root problem is because using an apparently identical process, I’ve successfully mapped a cube object and see the texture mapped correctly on it.
I strongly suspect a bug somewhere in the workflow, and being a programmer myself am trying to make it reproduceable. I was hoping this would be a “known issue”.
Just to double-check my logic though, I am OK with the assumption that if it textures correctly in Layout, it should be the same in Unity, correct? In other words, the method I use to do UV mapping within LW should not effect the FBX exporter or Unity’s reading of the FBX?
I’ve done a few different UVs with the same object, a rough cylindrical projection where I moved the UV points around, spherical, planar, etc. The latest try was creating an endomorph and manually flattening the object geometry, then doing a planar projection to UV map.
When I did the successful cube map using Atlas mapping (I think it was), then everything came out fine, and I could place the cube faces as I liked with no problems…
Also, I can export this as FBX, then re-import that FBX to LW and get the same texture setup if that helps.
Oh ok.
In that case send me the fbx file using Report Bug.app and i will try to get it fixed for the next release.
Done! Thanks for the quick replies.
Russ
This was a bug in unity.
The fix will be in the next release.
Ummm… what was the problem - just so as I can avoid it till the next release.
thanks,
Richard.
The mesh contained degenerate triangles.
And the mesh postprocessing which cleans up degenerate triangles in unity was broken.
Ah - bad geometry - always causes problems! I have mostly got into the habit of cleaning all those sorts of degeneracies as they always cause problems when moving geometry between different 3D apps!
thanks for the info,
Richard.
Beautiful - I’m a beginning modeler, so wasn’t aware of this! I went back in and removed those sick little triangles and now things are beautiful.
Thanks again for the quick and educational support!
Russ
I’m having the same problems with LW 10.1 and Unity 3.3
-Gary
I can take the model into Blender and fix the problem. But it’s another step that I’d like to get rid of.
I’m having the same problem - textures look mapped correctly in LW modeler and then broken when imported into Blender or Unreal. How did you fix it in Blender?