I cannot get models from lightwave into Unity, sigh. FBX export no worky and it cannot parse the 3ds files lightwave exports. Still hoping to get a game made.
There is a thread here:
that might help.
Richard.
What machine are you on PC or Mac??
Also the issue with FBX may be a version problem - try downloading Alias’ FBX converter on their site - it will let you convert the version format of most FBX files. I use it for working with motionbuilder and C4D.
Good luck
Thanks guys. FBX models come in, but they are kind of sketchy and with no uv data. The 3ds files just won’t parse. ![]()
Are you sure the objects are connecting with their texture files? The texture files have to be kept in exactly the right place (see the manual) else you have to manually reconnect them.
Richard.
I think Richard is right. Import an FBX and then import your texture (** important to make sure it is proper size texture - 32, 64, 128, 256, 512, 1024). If your texture imported correctly, you will see a small icon next to it in the asset browser - if it didn’t you will see an error message below the viewport. When you have successfully brought both a model and tex in, simply drag the model to your test map an then drag the texture onto the model.
I was really impressed when I discovered that Unity even handled multiple UV maps on a single model - makes asset creation 100X more efficient :).
hmmm. yeah, when I try and apply the maps, they are not respecting the uvs.
The fbx exporter for LightWave seems to have a bug in that it will only export one uv map per object - could that be the problem?
Richard.
Hi Coreav,
Could you please elaborate on the above. Was the multimapping happening in Maya and/or LightWave? Also, did you have vertices in the same model sharing a uv map or were the different maps on different vertices (but in the same object).
thanks,
Richard.
Hey R_B,
I was using some older 3ds assets I had laying around to test the engine, but the idea is the same. Multiple UV maps in Maya (or c4d or whatever) will show up in Unity as long as your textures obey the “power of 2” standards.
Here is an example…

Nice textures!
Yes - but alas not mine :).