I’ve exported a couple of models from Max 9 as FBX. They import into Unity ok, but when I drag them into the scene window, I’m getting geometry but no textures or colors. Everything is grey. I’m new to Unity and I realize there is probably something simple I’m missing. But does anyone have a quick idea to steer me in the right direction?
Thanks,
Brian
I use Max8, myself. Old, I know, but ya gotta use what ya got. 
I build my models in Milkshape, convert to .fbx, then import into max. I then reset all the materials and resave as .fbx. This creates another folder called .fbm. In it are all the texture files in whatever the original format is.
Once imported into unity, it usually brings the .fbm folder with it. If your textures are not showing up, check your prefab list. You may have to reset them.
Hope that helps a bit.
Hi man!
As Ayce said, it will be created a new .fbm-folder when you import the .fbx into Unity. This is where the textures of the models will be placed.
You should also check the “Embed textures” checkbox in the exporter and preferably pick the fbx200611 version. At least thats the version most of the max-guys seem to like best 
Another thing to remember is to use the standard or multi/sub-object max material on your model. Other materials might mess up the export the model.
Hope this helps!
Thanks for the reply. Yes, when I check “embed textures” it worked. But I’m unclear on what this does in Max. Does it actually include the textures in the .fbm file so that it is unnecessary to import the textures into Unity as well?
– Brian
Yeah! I dont know exactly what the exporter does, but your textures will be put in the .fbm-folder right, so theres no need for manual export of those 
Just don’t do what I recently did. I had all my textures done, and saved them in the fbm folder. I then opened max to work on the model for export, but had to go out. I exported the file to fbx without resetting the textures in max, and when I got back to Unity I imported the fbx. OMG! The textures were GONE!!! All there were, were the ones I did before saving, and another folder called “1” with nothing in it.
That’ll learn me not to save the textures directly in the fbm folder. :shock:
Of course, now I have to redo a lot of them over, and my demo just ran out as well. Bummer.
You don’t have to embed textures just to get it to work, but you should make sure that you copy your textures into your Unity project asset folder before you let Unity import the .fbx file. As was mentioned, you should use either the Standard material or a Multi sub-object material. I’ve found that it doesn’t like to hold any other information other than what’s in the diffuse channel, so if you have normal maps or opacity, when you go to export reset those slots to none. Then your main diffuse textures will come into Unity and you’ll just have to switch shaders for any transparency or normal map and then assign the correct normal map texture.