Materials not showing

Materials not showing

Anonymous
Not applicable
2,283 Views
9 Replies
Message 1 of 10

Materials not showing

Anonymous
Not applicable

Here is a screen shot Max2016 on left, Singray on the right. All Max materials are 'Standard' and look OK in the Stingray asset browser but they do not show on the model in the level view. I am up to Lesson 07 'Importing Assets' on the Stingray quick start videos which talks about materials not being visable but I think I have addressed this. .... so still learning. Help!

Reply
Reply
0 Likes
Accepted solutions (2)
2,284 Views
9 Replies
Replies (9)
Message 2 of 10

bruno.landry
Autodesk
Autodesk

Hi, check the console log it's there's a texture that is not imported correctly.

Another user had a similar problem because there was special character "." in the texture file name.

Are the texture located directy in the diffuse slot ?

 

Also, are the file linked correctly in the asset tracking windows in 3dsmax ?

 

______________________________________



Bruno Landry
Sr Tech Product Manager - Autodesk / IGS - Interactive Graphics Solutions
Reply
Reply
0 Likes
Message 3 of 10

Anonymous
Not applicable

I looked at that thread. Have a look at this screenshot. The material looks fine in the asset browser but is just a flat colour in the level view. Any Ideas?

Reply
Reply
0 Likes
Message 4 of 10

dan.matlack
Alumni
Alumni

Open your house in the unit editor and make sure your materials are in the proper slots for your mesh. It does not look, at first glance, that your materials are assigned to the mesh.

______________________________________
Dan Matlack
Senior Content Manager || Games Solutions
Autodesk, Inc.
Reply
Reply
0 Likes
Message 5 of 10

paulkind
Alumni
Alumni

Are you sure that the material is being applied to the mesh there?  My guess is that it is not actually applied to the walls.  You can place the model in your scene and try dragging the material to where youwant it applied.  This is the quick fix though, if that does fix your model, you will want to check your materials in max again.  In general you should try to clean up your material names and apply them directly in max.  It seems to be a common problem when coming over from revit or similar that materials get applied in wonky ways.  From a game dev standpoint, materials should be logically named and applied directly.  Having clean model names and clean material names pays off in aces.

 

Paul

Areas of Expertise - MayaLT : Mudbox : 3DS Max : Inventor : Game Dev
Follow me on Twitter : @paulkind3d

Please remember to give kudos freely and mark acceptable answers as solved!

PLEASE do not send me private messages unless asked to do so. If you have a question, start a thread, and ask me on the public forums where answering your question may help others.

Did you know there was a YouTube learning channel for Autodesk Games? New videos are posted regularly with all sorts of content relative to Stingray, Maya/MayaLT, 3DS Max, and other game related tools. Get your game on @ https://www.youtube.com/user/autodeskgameshowtos
Reply
Reply
0 Likes
Message 6 of 10

Anonymous
Not applicable

Opened the model in the unit editor and I get this....see attached. No model but a list of the elements. Not sure what I am doing or looking for to be honest! Sorry.

Reply
Reply
0 Likes
Message 7 of 10

andrew.grant
Alumni
Alumni
Accepted solution

My guess is that this is UV offset/scaling. We aren't yet importing UV offset/scale in stingray. Are you using real-world scaling for your textures in Max?

Reply
Reply
0 Likes
Message 8 of 10

Anonymous
Not applicable

Yes I am using realworld UVW

Reply
Reply
0 Likes
Message 9 of 10

bruno.landry
Autodesk
Autodesk
Accepted solution

Hi, that's probably the problem,

try to eidt UV without using the realworld scale.

 

______________________________________



Bruno Landry
Sr Tech Product Manager - Autodesk / IGS - Interactive Graphics Solutions
Reply
Reply
0 Likes
Message 10 of 10

andrew.grant
Alumni
Alumni

The way you can tell that this is the issue is if your materials appear to be the correct average color of the input textures. When the UV is expected to be scaled but isn't it basically looks like it averages out. So if there were NO textures, you would see just all gray materials for all the parts of the model.

Reply
Reply
0 Likes