Exporting a large model from max 2014 to Unity 3d using the fbx exporter with the embed media option on.
When I import it in unity it produces a materials folder...but with no textures.
The original model came from revit. When I render the model in max, it clearly has textures. Read somewhere that in the slate material editor you have to be sure to hit material/get all scene materials. I've done that.
So what's going on. Must be overlooking something somewhere but I cant' figure out what it is.
Solved! Go to Solution.
Solved by PROH. Go to Solution.
Appears that it has something to do with the Autoddesk Materials specifically that's screwing it up.
Simplifying my scene down to a cube with a autodesk, slapping a random autodesk material on it, and exporting the fbx produces the same grey cube I'd been getting before.
However, if I try a standard material with a random bitmap assigned to the diffuse channel, unity opens it perrfectly. Upon import unity automatically produces an fbm files with the texture. Not getting this fbm file with autodesk materials.
Hi @Anonymous
Here is a link to scriptspot, and the results when I search Material converter, let me know if you need further help!
Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA
Hello @hagen.deloss !
Hope you are doing well! Thank you for the reply and the link. Unfortunately most of these convertors do not support the Arnold render engine.
Isn't there a build-in way in 3ds max to tackle this? Is it a general problem or is it something that just Arnold users are facing?
FYI the model is about to be dropped into Unity for further manipulation.
I am looking forward to hearing from you!
Cheers,
Adam.
Hi @Anonymous
Thanks for the reply. I would refer back to @PROH 's comment where they say "When preparing objects/scenes for export to Unity or any other game engine, it's common practice to use Standard materials to make sure the materials gets exported."
Why use Arnold Materials over a standard material if your end goal is Unity? Or was this a project originally rendered in Arnold, that you are now bringing into Unity?
I would say that to leverage Unity's built in material editing tools, converting Arnold Materials *may cause more cleanup work then if you just recreated the Standard Materials from scratch inside Unity.
Please keep me updated on this, I'm happy to help further 😄
Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA
Thanks @hagen.deloss !
Yes, that's exactly what the problem is. Unfortunately work schedule demands rendering stills through Arnold inside 3D Max and in the second phase, implementation of 3D walk-through scenes in Unity.
Last question. Is there a fast and safe way to translate Arnold materials to standard materials? Otherwise I will just have to create some new ones...
Have a great day and take care,
Adam.
@Anonymous
I would say creating new materials in Unity would be the way to go, especially for more complex shading networks, a lot would likely be lost on the conversion/import process. I could see this changing in the future, but with current tools, I would think it better to work with the tools native to Unity for this.
Best of luck on the project!
Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA
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