Hi all,
I have question. I'm currently using 3ds max 2021 which uses
Physical materials. When I export fbx with embbeded texutures turned
on and import this into Unity my materials are all white. Are physical
materials supported by Unity? I'm new to Unity and also to the new Materials
in max2021. I did small test with box and texture, but using the standard material in max and exported to fbx and it worked fine in unity.
If Physical materials aren't suported in Unity. My max2021 defaults to Physical materials at startup. I have seen some work arround, but
this takes some steps Any info would be great exporting from max2021 to Unity.
I'm wondering if you should use BPR materials if you are using 3ds max to export fbx to Unity?
Thanks so much
decorix
Replies
https://github.com/KhronosGroup/UnityGLTF
https://github.com/Siccity/GLTFUtility
This is a neat article about getting glTF into Unity, might provide some insight
https://hextantstudios.com/unity-gltf-importer/
I'm still struggeling as 3ds max2021 uses Physical materials as the standard materials they won't export to unity when I export to fbx with embedded textures turned on. I got some info that I should use the BPR material in max... works best with unity. Is this correct? I'm new to Unity. If you have any info tips would be great. Thanks in advanced. I also did test with the standardmaterial in 3dsmax and that also worked. .
https://docs.unity3d.com/Manual/HOWTO-ImportObjectsFrom3DApps.html#Max
The way I worked when I was making Unity games was to setup a very simple material in Max, just to do the UVs properly. But I did all the PBR material setup inside Unity. Since the Prefab has a live link to the FBX, if I needed to change the mesh or UVs, I simply reexported from Max and Unity auto-refreshed the FBX.
At one point we had a complex non-PBR shader with multiple textures, and it was really painful to do the UVs and textures without seeing the shader in Max. So I made a Max shader with Shader FX, just for previewing in Max. But still, the export was mesh only, and the material was setup in Unity.
I like this workflow, its nice that max just generates the UV on the fly. Thanks for the hint.^^
doesn't the HDRP workflow have both 3dsmax Physical and arnold materials?