If you make your 3D objects in 3dsMax, you can save your. FBX or other generic formats. Unity imports meshes from 3ds Max. Saving a Max file or exporting a generic 3D file type each has advantages and disadvantages see class-Mesh. Embed textures - this stores the image maps in the file, good for portability, not so good for file size. One difference is Unity will place a GameObject as the new root, containing the animations, and will place the mesh and material information in the root bone.
If you prefer to have animation and mesh information in the same Unity GameObject, go to the Hierarchy view in 3ds Max, and parent the mesh node to a bone in the bone hierarchy. Note that Unity has built-in lightmapperbut you might prefer using 3dsmax if that fits your workflow better. For both UV sets to come through properly, the material in 3ds Max has to be Standard and both Diffuse for main texture and Self-Illumination for lightmap map slots have to be set up:.
However, if faces in your model use different sub-material IDs, this will result in multiple materials being imported, which is not optimal for performance. If you have any issues with importing some models: ensure that you have the latest FBX plugin installed from Autodesk website or revert to FBX Is something described here not working as you expect it to?
It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Legacy Documentation: Version 5. Language: English. Unity Manual. Unity User Manual 5. Importing Objects From Cinema 4D. Importing Objects From Cheetah3D. Other Versions Cannot access other versions offline! Leave feedback Is something described here not working as you expect it to? Publication: 5. Built: I have created a 3dsmax model with render to texture function. Render to texture in Max create new materials in shell modality.
When I export in fbx the model, it loses the textures. How can I use Render to texture in Max and export the model with the textures in fbx, and then in Unity? Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide.
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Related Questions.Textures disappear from files if you move or delete any textures from the relative and absolute paths of the associated media files location. This can happen when you give the FBX file to someone using a different computer who does not have that texture in that directory on your computer drive.
The plug-in then extracts the media to an. If you disable the Embed Media option, the FBX plug-in stores the relative and absolute paths of the associated media files at export time.
This causes problems if, for some reason, the path is no longer accessible. Make sure that the associated media is accessible to ensure the proper import of these media files.
If you did not have write permission for the folder, then the media files were not extracted. You can experience this lack of write permission when you work over a network. With the current version of the 3ds Max FBX Plug-in, if you do not have write permission for the folder creation, the media files are sent to a temp folder instead. See Embed media. You will get incorrect texture mapping when you import objects into 3ds Max Design that meet the following conditions:.
If you have objects that fit all these criteria you will have mapping issues when importing into 3ds Max Design because the imported materials reset the Real-world Scale option back to On. This inconsistency occurs because 3ds Max Design has different defaults from 3ds Max. This is because 3ds Max cannot locate the files. You can address this if you add the location to the External Files path list. To keep textures visible:. The Configure User Paths dialog box appears. When you render your file, the texture maps are shown.
For a description of this limitation, see Missing texture maps in DAE files. Note: When you activate Embed Media, the media is contained within the FBX file itself, and this has an impact on file size.
It is good practice to use this option only when you transport an FBX file to a location where the original media source is no longer accessible by the receiver. Select the External Files tab and click Add.I have a 3dmax model of building, i have export it to obj and this obj can import from c4d and 3dsmax well.
But when import from maya or even open it, it lost all textures, i can only seen in gray textures. Could you describe what textures do you use? Is it bitmaps or do you use procedural textures as well? Also what is the renderer, 3dsmax standard, Vray or any other? I only use 3dsmax standard. Do this After export make sure that there is ". Now, when you import your obj in maya, it reads the mtl for your textures.
Also, its advised to keep your texture file in the same folder as your max file and strip its path inside 3dsMax before exporting. Export the obj in the same folder and if your want to move the obj, then move the texture file along with it. Important, use JPG 8.
In order to post an answer, you need to sign in. Back to board. Oldest Latest Best. Hi acdcz, If you haven't figured this out already when you export OBJ from 3ds Max, you get a pop-up with options. Let me know if this does not help. Can I export 3d model with vray material or shell material as obj?
I need to export the 3d model with baked textures can be used for webgl interface. Can anyone answer my question? Any image with a name longer than 8 letters will not retain it's path.The exporter can bake mesh modifiers and animation into the FBX so the final result looks the same as in Blender. The FBX file format supports files that only contain takes.
It is up to you to keep track of which animation belongs to which model. The animation that will be exported is the currently selected action within the Action editor.
To reduce the file size, turn off the exporting of any parts you do not want and disable All Actions.
For armature animations typically you just leave the armature enabled which is necessary for that type of animation. Reducing what is output makes the export and future import much faster. Typically, this option can remain off. Blender now only supports complex node-based shading. FBX having a fixed pipeline-like support of materials, this add-on uses the generic wrapper featured by Blender to convert between both. For example, its common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.
When referencing paths in exported files you may want some control as to the method used since absolute paths may only be correct on your own system.
How to convert a Procedural texture into a bitmap image texture in 3ds Max for .fbx export
Relative paths, on the other hand, are more portable but mean that you have to keep your files grouped when moving about on your local file system. Uses relative paths for files which are in a subdirectory of the exported location, absolute for any directories outside that. Choose whether to batch export groups or scenes to files. When enabled, each file is exported into its own directory, this is useful when using the Copy Images option.
So each directory contains one model with all the images it uses. Note, this requires a full Python installation. If you do not have a full Python installation, this button will not be shown.
Only export the selected objects. Otherwise export all objects in the scene. Note, this does not apply when batch exporting.
Scale the exported data by this value. When disabled only the currently assigned action is exported. Some of the following features are missing because they are not supported by the FBX format, others may be added later. Object instancing — exported objects do not share data, instanced objects will each be written with their own data. Animated fluid simulation — FBX does not support this kind of animation.
You can however use the OBJ exporter to write a sequence of files. Constraints — The result of using constraints is exported as a keyframe animation however the constraints themselves are not saved in the FBX. Instanced objects — At the moment instanced objects are only written in static scenes when animation is disabled.
Blender 2. Armature instances are not supported. Note Blender now only supports complex node-based shading. Import Subdivision Surface Todo. Auto Uses relative paths for files which are in a subdirectory of the exported location, absolute for any directories outside that.
It only takes a minute to sign up. Most file formats just don't support exporting textures, let alone full blown material definitions or other application specific features.
Manually reproduce your materials using available textures at the target environment. Materials are too specific and tightly tied to the rendering system they belong toor software they were created with. These are mostly mesh-only, geometry-centric file formats concerned with porting object shapes, and some times animation, armature, and basic shading, material or lighting properties like MTL files ; never full complex material definitions.
There are simply no data structures in the specifications for most exchange file formats to accommodate all types of material properties, settings or maps; and even if there were, there are way too many different rendering systems for a variety of purposes and responding to distinct requirements like speed or responsiveness for real time rendering engines or games, or realism for physically based 'offline renders'and each using its own different set of parameters and particular ways of interpreting specific properties to be able to correctly map settings, parameters or particular features and ways of working between them easily.
Have in mind that most Blender exporters do not support Cycles node based materials at all at the time of writing for Blender 2. Same applies for many other features specific to applications or render engines, like lighting, shadow settings, lamps, cameras, physics simulations fluids, cloths, soft bodiestexture options clamping, clipping, color adjustmentsmaterial options backface culling, shadows, visibility, transparency and blending particle systems, smoke and fire sims, volumetric data, modifiers, shape morphing like shapekeys or deformation based animations and other "generated data", can't also for the most part be imported or exported with a few exceptions.
UV maps are generally correctly preserved by most exchange file formats by default. What you can do in some situations is use Blender to bake textures that you can later use in the final destination or receiving application to create materials there, not inside Blender. Baking is the process of pre-calculating shading and storing it in an image texture that may incorporate several desired channels like diffuse, glossy, indirect lighting, bump maps, normal maps, light-maps, among others.
This may improve graphic quality or perceived "realism" at the expense of dynamism, as certain properties of materials and textures may become static, as if "painted onto the surface", like shadows or reflections.
This is often a requirement for high performance mediums or low power platforms, like web or mobile gaming, where speed takes precedence over graphic fidelity.
One notable exception to all this is the glTF file format, which as of version 2. But even then some restrictions apply.
Due to the recent popularity of the Physically Based Renderingand its increasing use in Game Engines and Real-Time rendering applications, it has become a sort of vaguely defined "loose standard" for describing surface properties of materials although several differently nuanced versions exist. PBR is not a standard however and not every implementation works the same way or interprets the same parameters similarly.How to export 3dsMax file to OBJ & FBX with full textures?
As the PBR workflow gains popularity and traction it is possible that more applications "join the movement" and implement it in the future. They will likely either read directly from a Blend file, use some other hypothetical new file format, or be forced to implement new standards; as the current ones still lack data structures to correctly describe them.
Blender Stack Exchange is a question and answer site for people who use Blender to create 3D graphics, animations, or games. It only takes a minute to sign up. I have a model that has all materials applied. Materials are based on an image texture.
The file also loses the UV. What am I doing wrong? This is intended for newbies like myself and anyone who wants to export from Blender to Fbx with basic textures. It may or may not be usefull when exporting other formats.
I apologise it is verbose and intended for beginners. On the Scene tab on the properties panel find units and change length to metric. Change units to meters also for good measure. Note: When you are complete and you have opened your Fbx up in another application such as Maya or 3dsMax the import dialogue will state that your file units are cm. This seems to be an abberation of sorts. This is also of no consequence as your imported Fbx will still be to scale.
I suppose it comes in as cm instead of 1m. Phase 3 UV Map your model -1 - Click and drag an new viewport open from the top right hand coner of your screen.
Split your screen left and right. Indepth uv mapping separate subject - Switch to 'view materials' in the default 3d view port- Precheck your model and textures. Phase 4 Turn on some lights -1 - Add some more lights so that you can properly see whats going on in your scene. Drag X and Y directions to suit. Phase 5 Export your model -1 - Export to Fbx as below -2 - In the properties panel - Render Tab set animation frame rate to match your target systems default.
FBX 7. Change only if you are deviating from this flow for good reason. Your whole scene icluding lights and textures should be there. Note - This basic setup could be the basis for some experimentation for Blender exports to other formats although different file formats address textures differently, both regarding texture file location and their implementation. Sticking to this basic recipe is probably not a bad idea especially if you are new to blender.
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What Happened to My Textures?
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