problems with UVmapping

I am modeling a building for a project. I have an issue where 1, itll pick up a ton of polysurfaces despite using delete history, in maya 2009. usually that’ll work yet despite doing this it doesnt seem to want to get rid of the old meshes I had deleted from before. maybe i am overlooking something?

Secondly but more importantly, I have looked around the forums but could not find a post that displayed my issue. Essentially, the textures show up on the model, but they do not seem to utilize the repeat what i applied to them in maya for some reason. DO i have to do them manually for each material? Shouldn’t Unity know to repeat the material properly? rather than me having to repeat them within unity? any ideas?

another thing I applied a diffuse and normalmap to my maya material. why does Unity only bring in the diffuse? Am i to assume I have to manually pick bumped diffuse? or whatever specific type set I want?

as far as I understand it, Unity picks up the amount of sub-materials you assign, and reads really basic stuff like the diffuse color. But It seems to stop there. I think that might be due to the difficulties of importing every kind of format correctly.
However, your UV information would have come through fine. It’s just that the amount of repeats you setup in Maya may not have come with it.

So you’re probably going to have to set up the repeats in the Shader in Unity.

Your diffuse and normal maps won’t come through. Unity being what it is, you have to build your shaders in Unity, not an external program.

There are many shaders that come for free in Unity, and some of them are quite useful. BumpSpecParalax type ones are the ones that have space for Normal maps and so on.

However if you want anything custom, buddy up to a coder cause there’s no way for an artist with no coding chops to make a shader. Hell, I know game-coders who make AI code who look at Unity shader code and scratch their heads. I’m sure this is an area that will see easier access in the future. God, I hope so anyway.

Anyway, Unity has the basics needed to do what you’ve described. RTFM dude, RTFM.

yeah we got a coder in our project. I just dont know where his prowess stands as I am not responsible for that end. I will look into that. a second thing I noticed, when the materials come in, they are named as the texture source and not the blinn I put in. so I cant uvmap the particular face that i chose e.g. rf_windowsgray1-4(blinn shader) because they seem to be bunched up into that one texture named material source.would this require my coder to do something custom for this?

for example, one side of the building for the windows will be named rf_windowsgray1 for a blinn ( and the uv map repeats 4 by 10)where as the the width for another will have rf_windowsgray2 blinn(and repeat 2 by 10) i guess I will have to talk to the coder to find out what he needs to do in order for me to do particular things as you stated. I will get back to you, but safe to say this annoys me.

thx for the info anyway.

solved the issue.