Hello, all. I’m having troubles with materials and UV coordinates in Unity and thought I would check here to see if anyone can help me out.
I have a character in 3ds Max that I’ve properly UV’d, rigged, and animated. In Max, I have applied the very first material slot to the mesh, and it is nothing but a default gray material without any textures. The mesh’s stack goes “Editable Poly, Unwrap UVW, Skin” - just those three modifiers.
I select my mesh and all associated bones and do a File > Export Selected and save it as a .fbx as I would all other objects I’ve exported.
When I import this into Unity, the mesh geometry looks fine and all the correct animations play. I then import the texture map for the mesh that I saved out of Photoshop. I’ve tried three different formats - .jpg, 24 .png, and 32bit/channel TARGA. For material testing, I set up a regular “Diffuse” material. For the texture slot, I apply my diffuse texture.
When I apply this material to the mesh, most of it looks right, however, the “blades” and the shoulder pads appear to have lost all UV information. How is this possible, and what can I do to fix it?
I’ve exported this from Max 2011 with the 2011 version FBX. I’ve also tried adding an “Edit Mesh” above the “Editable Polygon” modifier. But none of these things seem to matter. Any help or pointing in the right direction would be great and much appreciated. Thank you.
Here is a screen shot of the character in Unity with missing UV coordinates for the blades. Also showing my UV template and Diffuse texture map.
And here is a screen shot of the same diffuse texture applied to the mesh in 3ds Max. As you can see in the Max viewport, the mesh looks properly UV’d but not so much in Unity.