Hi,
I mapped a wall in 3ds Max (following some tutorials), but when I import the UV Map to Unity and create a material it gets out of range. Can someone tell me why?
Is the same wall, with the same dimensions…
Thanks.
Hi,
I mapped a wall in 3ds Max (following some tutorials), but when I import the UV Map to Unity and create a material it gets out of range. Can someone tell me why?
Is the same wall, with the same dimensions…
Thanks.
I think this is because you have a UVmap above the unwrap in the modifier stack. The UVmap is probably planer which is applying the entire texture, 0 to 1, sheet to the wall instead of keeping the unwrap coordinates in place.
Remove the UVmap and you should be good to go.
I make a video to explain all process.
https://www.youtube.com/watch?v=5iXhJdfjAyk
What am I doing wrong?
Everything starting with the texture baking. That isn’t needed. The map applied after the Unwrap was just fine.
Why progress with the bake texture process?
To make it even more simple - you can export the model with simple UV box mapping if the texture looks fine to you. No need to even unwrap if box mapping looks good enough.
Since what minute am I doing wrong?
I need to unwrap because I want to go to Photoshop and edit the maos to add some dirty brushes, etc.
I’m going crazy with this, I’ve been in this for 3 days. ![]()
I don’t know why the model is not keeping the UVs. I never bake textures out of Max like that - so that might be the problem.
And why are you changing the material ID to matID2? If you keep it on matID1 does it still mess up?
What happens when you export the model separately - all by itself? does the texture still mess up?
If you are still experiencing problems - try this.
Unwrap the model like you already did.
Generate a UV template in the unwrap dialogue.
Go into photoshop.
Apply the texture in photoshop to the UV template.
Apply your dirt brushes in a couple new layers.
Flatten the texture - or keep is as a psd.
Import into Unity - the model with only edit poly and uvunwrap, on Material ID 1, no uvmap or bake texture.
Import into Unity the texture from photoshop.
Apply the texture to the shader.
You’re doing your UVs on map channel 2. Unity uses the UVs from map channel 1 (UV Set UV0 in Unity) for the main texture, and will basically ignore or completely overwrite the second UV map channel (UV Set UV1 in Unity) for light mapping, though the standard shader can use UV1 for detail textures as well if you’re not using light mapping.
I will try with UV1 channel.
But I have a doubt… I put in channel 2 because when I scale the UV unwrap in UV editor I lost the scale of texture in model… You can see this on the video. How can I fix this?
Use UV map channel 1.
I used UV map channel 1, you can see in the video… But when I choose UV map channel 1 in UV map and UVW Unwrap, after rescale the wall in UV Editor the texture changes again the scale… This is the problem…
What workflow you use for this case? I only want to apply the textures in 3ds Max, make a render to texture to open in Photoshop and import to Unity.
PS: if I make a UVW Unwrap, render only the UVW Template and apply the textures in Photoshop, works… In 3ds Max and Unity. But the problem is that I want to texture the model in 3ds Max and no in Photoshop… It’s possible?
If you do the same process you’re currently doing, but copy your map channel 2 back to map channel 1 after you’ve done your bake it’ll work properly in Unity.
Ok, I finally solved the problem. I leave here the tutorial that I followed for who in the future had the same doubt.
Mates, very thanks for your help!
I have only more doubt! When I reimport the UVW Map for new material, the quality in viewport is low, but when I render the image its fine, like you can see in the printscreen:

How can I put the quality in the scene better? Thanks.
Thanks my friend.
And what program you use for make Normal Maps, Ambient Occlusion, Height Maps, etc? For example, for this texture how can I generate this maps?

I’m a little old school. I generate normal maps with the Photoshop plug-in Nvidia normal map tool. Either that or 3D Max on characters to bake highpoly down to lowpoly.
Crazy bump and xnormal are popular - though I’ve only used crazy bump once.
As an animator I don’t do much environmental work, most of my work is related to characters and animations.
Crazy Bump was one of the first “generate normal maps from a photo” programs out there, but it’s relatively expensive and there are a ton of free alternatives that are just as good.
And by “just as good” I mean not all that good. Generally speaking you shouldn’t be generating normal maps from a photo, but you can get something that’s okay with it.
For the texture you have above, it’s basically large marble slab tiles, which the normal map for that should basically be perfectly flat with some edging around the black lines between. AO would be the same. Crazy Bump or the alternatives are going to create a bumpy mess with that texture.
Hi mates, one more question. Where can I make normal, bump, ambient occlusion, etc maps from this texture?

I created this in 3ds max like you know, and now I need to generate normal maps, bump maps, etc like this:



Where can I create maps like this?
Anywhere. Max can generate these maps in the render elements (same as texture baking the diffuse) Photoshop changing the diffuse texture via blending options or other options, Crazybump or xNormal? or other tools.
But when I render normal maps or bump maps in 3ds max or Substance Painter makes a square with solid color (rose for normal and grey for bump). Why?
Look for this example of one column:
