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Question by studibaker · Dec 16, 2010 at 09:26 AM · shaderstextures

Why are my textures ignoring me?

OK so at one point, these textures were behaving fine. Staying put where I assigned them in Cheetah. Because I am still learning this app, there is a lot of changing out and re-doing of things. Now some of my textures have gone haywire, and ignore my UV coords from C3D. Also on some of the objects, there seems to be an uninvited shader called no-name. For instance it gives me 2 shaders on an object with only 1 material assignment. Don't know if this has anything to do with my issue, but it seems fishy. ARRRRGH! This is like building a house of cards in a wind tunnel!

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Answer by skovacs1 · Dec 16, 2010 at 08:12 PM

Your textures are ignoring your because you were too rough with them. No means no. :P

The issue(s) obviously relates to the material import from Cheetah, but which issue(s) is harder to place as Unity's docs on cheetah import is woefully lacking. I don't have Cheetah and only really know 3DS Max so bear with me, but I've dealt with many of these issues with 3DS max import, there's better documentation on that and perhaps what I've learned might be helpful.

In 3DS max, if your material is not a Standard type material, Unity will import it as a no-name material in many cases. I believe something fancy that you set up on your materials in Cheetah is causing your no-names because Unity doesn't know what to do with them. You might consider switching to simpler materials in Cheetah as a base and working from there. As an alternative, you could do some material replacement by writing your own assetImporter editor script which will setup appropriate materials for you rather than using the default material importing.

You say it gives you 2 shaders? I think you meant "it gives me 2 materials on an object in Unity when I had only assigned one in Cheetah" as a material can only have one shader assigned. This is possibly because of sub-meshes and different materials applied to them using different material channels or some such. In 3DS MAX, the entire object can have what max calls a Multi/Sub Object material which is only one material, but contains references to separate materials assigned to separate material channels and are applied to separate parts of the mesh. When Unity imports these, it splits them into the separate materials. Does Cheetah have something similar?

As for the ignoring/strange UVs, I don't really know what to say as there isn't really enough detail to go on here. You should consider revising your question to provide more details on this specific problem. Perhaps your UVs are not properly wrapping? Are you referring to regular UVs (uv1) or lightmap UVs (uv2)? The shader could be the cause, so it may be meaningful to know what kind of shader the material is using?

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avatar image studibaker · Dec 17, 2010 at 04:08 AM 0
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They were working fine at one point, some still are, but you are right.... I went screwing around, trying to re-organize my project folder. I thought I would be able to just rename and relink and it would be golden. It's the only thing I did that would affect it. So should I just rebuild my project folder to it's former state? What didn't Unity like (probably everything)? I used a na$$anonymous$$g format like 1-brick / 2-roof for the materials and put them in Object named folders. Cheetah allows you to have up to 16 materials per mesh object. When they go into unity, it then lists them in the inspector.

avatar image studibaker · Dec 17, 2010 at 04:18 AM 0
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That $$anonymous$$ulti/Sub Object sounds cool. It's like a non destructive virtual texture map/bake. In Cheetah I would have to do a texture map/index, which I have not been able to totally figure out yet. I can't get those textures to map correctly either. While the lightmap I have assigned works fine and was created the same as texture map.

avatar image skovacs1 · Dec 17, 2010 at 03:14 PM 0
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Renames/$$anonymous$$oves was all? If you renamed Cheetah mats, Unity would re-import them and if the names used invalid characters, that might explain the no-name mats. If you moved or renamed Unity mats to not follow the same Unity conventions, then Unity would re-import the old mats when it re-imports from Cheetah. If you rebuilt the folder to its previous state, it should fix it as it would follow Unity's conventions, but you'd have to re-import the mesh once after. As I said, you could write an asset importer editor script like http://answers.unity3d.com/questions/21699/default-materials-on-meshes

avatar image skovacs1 · Dec 17, 2010 at 03:27 PM 0
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multi/sub object is really just a convention to save space in the material editor. Any mesh with different materials applied to sub-objects(faces, elements, etc.) gets a multi/sub for all intents and purposes. In Unity sub-meshes(objects) can have different materials, that's why the renderers have material arrays and not just a single material. In max, a material is essentially a Unity material and a map in max would be the equivalent of a texture slot in a Unity material's shader. $$anonymous$$ax has more complex material types that also allow for these materials to be combined non-destructively.

avatar image skovacs1 · Dec 17, 2010 at 03:29 PM 0
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For the mapping, you say it worked and now it does not. Something must have changed either with your mapping or your UVs. All that I can suggest is to make sure your UVs are correctly setup in Cheetah and that your textures are mapped in Unity with the same offset and tiling as used in Cheetah. Note that Unity does not do texture rotation, so if that's your problem, I think you will have to adjust your map itself and correct for it in Cheetah.

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