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Question by carlosflore87 · Apr 04, 2016 at 07:40 AM · textureimport3dsmax

How to importe 3ds max model with working texture?

Hello everyone, I'm having trouble with the textures of my models on 3ds Max; I can see it well textured on 3ds Max, but not on Unity, I suppose is just something that I'm missing but I can't find it :( please can somebody help me on this one?

This is the screenshot from 3ds Max:

alt text

And this is the one on Unity

alt text

The textures are all stretched out despite I've tried importing as .FBX or importing the .3ds file to my asset folder, but it's the same. I have collapsed all my geometry and converted into editable meshes and even left the UVW unwrap but it's the same.

I've read the manual's section on importing .FBX and watched many youtube videos and things are just not working for me (it looks really simple to import sutff into Unity, so I'm guessing I'm doing something terribly wrong but can't figure it out.

I'm usind 3ds Max 2011 and Unity Version 5.3.1f1

Sorry if it's already been answered this error or is a duplicated post. I just can't find a solution :(

Thanks everybody.

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02.jpg (78.8 kB)
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avatar image Fredex8 · Apr 05, 2016 at 12:14 AM 0
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Have you tried collapsing the unwrap and then converting to editable mesh?

When I've had problems like this it has been because the FBX was re-triangulating the object when doing it's own conversion from editable poly to mesh so converting to mesh manually fixed it. Leaving the unwrap in the stack however seems like it would either just be ignored totally or cause a problem.

avatar image carlosflore87 · Apr 05, 2016 at 03:12 PM 0
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Hi @Fredex8, thanks for your time,

Yes, I've tried that (at least I think so: Right click con the stack-> Collapse all | right click again -> Convert to Editable Mesh), right no?

That didn't work. I've tried exporting .FBX or using my .3ds native file.

alt text

It's looking very awkward, doesn't look that's even following the triangulation... :(

alt text

04.jpg (334.0 kB)
05.jpg (204.3 kB)
avatar image carlosflore87 carlosflore87 · Apr 05, 2016 at 03:05 PM 0
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It's not even stretching the image, just the last pixels horizontally and vertically :O

avatar image meat5000 ♦ carlosflore87 · Apr 05, 2016 at 03:21 PM 0
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Looks like a bad UV map. Did you unwrap your object (or whatever they call it at Autodesk)?

https://www.google.co.uk/search?q=3ds+uv+mapping&ie=utf-8&oe=utf-8&client=ubuntu&channel=fs&gfe_rd=cr&ei=wtcDV7igHOz07AbX-YjoCQ&gws_rd=ssl#channel=fs&q=3ds+uv+unwrapping+mapping

even left the UVW unwrap <- This didnt explain it to me :D

Is your texture supposed to tile/repeat itself? Are you supposed to Apply UVW before export?

I apologise if my questions dont seem relevant. I'm a Blender user, but ultimately the problems are the same on the Unity side.

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avatar image Fredex8 carlosflore87 · Apr 05, 2016 at 04:00 PM 0
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Having seen that second image it is clear that the issue is down to the tiling. The edge pixels are stretching across the rest of the shape rather than the image tiling.

Without seeing the UV Unwrap layout I can't say if that issue is caused by Max or Unity. I'm not clear on how you have unwrapped an image to get a tile to repeat on one face like the wall there but it seems likely that this is what is causing the problem. Either the lack of tessellation between tile sections or the re triangulation.

How does the FBX look if you import it into a new Max document?

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Answer by carlosflore87 · Apr 05, 2016 at 04:20 PM

Hi Fredex8,

Yes, you're right indeed, is the tiling! knowing what the problem is, it's easier to find the solution:

http://forum.unity3d.com/threads/material-tiling-not-working-correctly.226282/

alt text

Had to set 'Wrap Mode' from 'Clamp' to 'Repeat'; I couldn't have done this before because after importing the texture files to Unity, the default 'Texture Type' was set to 'Sprite (2D and UI) and the Wrap Mode option was not showing up. (In case somebody runs the same problem on not finding Wrap Mode).

Thanks @Fredex8 & @meat5000 for stopping by :) I knew that asking somebody was faster and easier to just try and fix the problem alone.

I think that this answer is solved, although I was wondering why my textures were imported as Sprite rather than Texture; maybe some setting on the exporting options / 3ds max format saving process??

Regards! :)


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