Hi all,
I’m using 3ds max 2010 with latest fbx exporter.
I’ve got a skinned character in my scene. The character has a lot of separated mesh parts (all skinned) with unique names and unique materials.
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I export it in fbx (embed media = on)
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I’ve got a problem when when I import the fbx file in unity: all materials are renamed with an unwanted prefix (why is it there ?).
consequence → Unity can’t make a link between material and texture.
I’m desperate what can I do ? Did I miss something ?
How can I avoid this prefix while importing ?
idk how you can avoid the prefix when importing, but when you drop your .fbx file into your scene and select it you should see something like the attached picture.
Now, it’s been a while since I did this, but there in the inspector window, under the Skinned Mesh Renderer section, you can see “Materials” with each sub-material listed below it. You may have to change the number under “size” to be the correct number that matches your max file, and it may take some experimentation to assign the right material to the right slot, but you should be able to get it done manually like that (since the import process isn’t perfect.)
When you’re done of course make a new prefab in one of your project folders and drag and drop the corrected object onto that to preserve your work.
Hope that helps.
Thank you for the answer. It was fast 
It could be a way to do the job, unfortunately I really need to get the right material names since they are used by coders.
I don’t know where does the issue come from : unity import or 3ds max fbx export. I bet it comes from max (that’s why I posted in external tools)
As the characters has got a huge number of materials I’d prefer not to rename and link textures manually…
The reason you might be getting the prefix is that your textures folder is in the wrong place
Try something like this. The folder must be named Textures.
Models Folder
–blah.fbx
–blah2.fbx
–Textures Folder
----blah texture.tga
----blah2 texture.pdf
Hello,
I’ve got this folder tree and my texture folder is named Textures 
Here is my folder tree :
-Assets
–Characters
—Textures
----xxx.png
----xyz.png
—Male.FBX
So the problem doesn’t come from the tree imho 
Hmmm
I used to get a similar prefix problem you did.
Whenever I imported in a model the material would be named
modelname-materialname.mat
I resolved this by placing the textures folder in the same level as my fbx.
http://unity3d.com/support/documentation/Manual/Meshes.html
Maybe you should just try a simple test with a static model and texture and see if you get the same problem
Actually I tried with several meshes from scratch. Somtimes it’s good and sometimes it’s not.
The fact is that I don’t know why.
I’m still on it and I’ll post a solution if get a clue.
I know that this is an old thread, but if someone is still looking for a solution on this:
You can use the AssetPostprocessor to choose the material filename for it: Unity - Scripting API: AssetPostprocessor.OnAssignMaterialModel(Material,Renderer)