Hello unity community.
Building a city in 3d studio and importing to unity3, So far so good,
But in unity the textures i’ve used gets resized and minimal. Check these two links and you see what I mean, Ive looked around but I cant find out why it gets like this. Used Uvw map on the building. exported to Fbx, tried both binary and ascii and different units.
Links:
Unity view
3d max view
What am I doing wrong and how can I fix this ?
Thanks
Can you tell me what tilling do you have on your material in Unity? Could you show me a screenshot of your UV layout in 3dsMax?
Thanks for your reply.
Cant get a screenshot because all of the UV maps are collapsed… could that be the reason for the wierd texturing in unity maybe ?
No, I don’t think so. You should be able to add UnwrapUVW and view your UV map in that.
Thanks again for helping, this is driving me crazy… 
Dont know if this is what you want… ?
Uv map edit
The texture is really small compared to the wall in the edit window… maybe this that makes things look bad in unity ?
Stay with your UV layout in the blue square and use the “tile”-function in max for your texture…same goes for unity, use the tile option.
Hey again
Used the Tile function in 3ds and in unity, its tiled 1 time only but still it repeats itself
Could it be that the building are done in a fairly big scale ?
100x100cm
Are there any ways to stretch the textures in unity ?
It has nothing to do with the scale of your model. Your UV map is off. You mapped the building out of the UV space. Scale down your UV so it fits into the blue square in 3d max. after that you can “try error” with the tile option in Unity to match the texture size you want (how often the texture is tiled).
Moving outside of the 0-1 UV space in your 3D app is just fine. That way you can precisely tile your textures without having to fuss within any tiling options in Max or Unity… just leave them both at 1.
First of all, thank you all for helping, after alot of trial and error on mine and a friends computer we finally discovered why this problem emerged.
His 3d studio which created this problem had Real world Map size box checked when primitives was created and when applying uvw mapping.
Unchecking this box solved all of this.
This is how it can get when you are new to 3d and, for me, the small details can make such a difference.
Thanks again! 