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Workflow from Revit to Max to Unity

Jos_Heruvent
Advocate

Workflow from Revit to Max to Unity

Jos_Heruvent
Advocate
Advocate

I'm working on the workflow from Revit to 3ds Max to Unity.
I use the RAC_basic_sample_project in Revit 2022 from Revit.
I export this model as a fbx file(*.fbx)
I have set the Graphic Display to Realistic and the Detail Level to Fine.
During the export I check the Use LOD box.
In 3ds max I download the fbx model via Manage Links.
I do this with the setting Combine by Revit Material.
To get all the materials right, I use Scene Converter.
I use the preset ART.
Then I do an export and check the setting under Embed Media.
I also use the latest version Fbx File Format, FBX2020.
After this export I get a warning: Texture export incompatibility.
The maps in the message are usually .jpg and .png files.
These are all in an Autodesk Shared folder that is referred to from Max.
When I import the model from Max into Unity, all materials and textures seem to go with it.
The textures are placed in a created folder in Unity.
Why am I getting this message and what can I do to stop getting this message?

Jos_Heruvent_0-1635776356331.png

Jos_Heruvent_1-1635776481433.png

 

 

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roeeYDZNV
Participant
Participant

Thanks for sharing, I am just joining along and asking the same exact questions and would be very glad to hear that someone had better success, with smooth exports.
By the way, I was using Arnold with 3ds Max 2023 and I am also experimenting with a "DWG-Export" workflow (from Revit 2022), and still trying to settle a more stable workflow. Any ideas?

 

I'll be glad to hear some more information about these error messages.

Thanks, Roee

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RyanCameron
Advocate
Advocate

Just a thought, but isn't there still a "Link Revit" option in 3DSMax so you can avoid the FBX export process all together and avoid one more model to manage?

You should then be able to export (by selecting the Revit geometry inside max) out to Unity. The issues arise when the materials don't transfer right. I find that if I don't use the simplest materials in Revit, and then make some adjustments in 3dsmax, it ends up with similar errors to the one's you are seeing.

 

I hate to say this, but you will most likely have to recreate all the materials that are missing. That is what I used to  do when using this workflow, although it was usually only 4 or 5 materials, not 20+. Try starting with that, if it doesn't resolve the issues, I have a couple other things to try.

RB Cameron, AIA, LEED AP, EDAC
Digital Practice Leader

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