When importing .fbx files into unreal engine, all of the textures just become a white base color. How can I fix this? - import

This is how the files look look like in the content browser:
https://i.stack.imgur.com/DJugN.png
This is how the textures look like in the material graph:
https://i.stack.imgur.com/5IksN.png
I have followed several tutorials and never get the same results as them (i.e. object imported with textures.)
I have the same issue with all file formats which unreal engine supports.
All the objects I tried were free 3D I downloaded online.
Does anyone have a solution to this?

Related

Issue with importing Blender (v3.3) .fbx files to Unity (v.2017.2) - Imported .fbx object has multiple children

First of, let me say that the upcoming issue is not present in Unity version 2019 and above.
I am having trouble importing my fbx file from Blender to Unity. The issue is, as shown in the images, that the file has no mesh renderer and materials, and it has multiple children each with a submesh of the total object and with mesh renderers.
img 1
img 2
img 3
In Blender I have been sure to export the file without materials, applied modifiers, and even joined all meshes into one. As you can see in the image below the object in question is the spaceship.
img 4
I might be overlooking something basic since I am a noob at Blender, but it's still weird since with the same settings it works fine in newer Unity versions.
Thank you in advance!

why do my object files look weird when imported to Unity?

I have made some heart models on medical software Materialise Mimics and have exported them as .obj files because the software doesnt support exporting as .fbx.
I've tried other Unity developed programs with the exact same models and they look really good, but I dont know what they've done to process the files.
I'm quite new to unity and have tried following some guides on making materials and shaders, but nothing seems to work.
Thanks!
Object file in 3D viewer
Object file directly imported to Unity
Object file with Material added
I think the model's normals got inverted. Try using a double sided shader like this https://gist.github.com/naojitaniguchi/62ccf37c801ea55517b7 (not mine) and see if it's works
I hope it do

Exporting avatars from Daz3D, fbx to Unity material conflict

I am having an issue in exporting models from Daz3D to Unity.
When I export as fbx from Daz3D then import to Unity some of the items have the wrong textures.
I figured out that the issue is if you have 2 items in Daz3D with the same name for a surface in Unity these get imported into the Assests/Materials directories, but if 2 surfaces have the same name Unity overwrites the file when it imports. (I assume it overwrites on import, could also be Daz overwriting on export I guess, but less likely).
Any idea of a workaround?
I also tried using the Unity Bridge in Daz3D, and its seems to work correctly, and creates _1 files names on conflicts. But with Unity Bridge the files sizes are too big and crashes some consoles/phones. Also does not work easily with older Unity versions (2018).
So I figured out a workaround at least. I export the clothing that conflicts as a seperate fbx, then drag/drop the material in Unity into the avatars clothing item in the scene. This overwrites the wrong material it was getting.
If anyone know how to reduce the fbx size for the Unity Bridge please reply, it exports about 2x the normal fbx export size.

How to modify parts of 3D model imported in Unreal Engine?

I need to find the parts of a 3D model imported in Unreal Engine through fbx importer in order to change something (e.g. a texture, a color, etc.) using Unreal Engine and C++.
I was already able to do so with other open source libraries (e.g. OpenSceneGraph) using the Visitor design pattern to find a pointer to the part and then modifying it but I don't yet know how to do so in Unreal Engine.
Does exist a class to analyze an imported model to find parts? Or is it better to use another approach to modify textures or color of an imported 3D model (e.g. import the parts of the model in an independent manner)?
Generally people reccomended to start poking around the engines FBXImport class since you'll have to homeroll your own FBX conversion code to do anything other than say, change the material during runtime (obvsiously), assuming you mean changing the geometry or such things of an asset thats already been imported.

Spritesheet creator/importer for unity3d

I am currently developing a 2d game for android using Unity3d , but i am wondering if is there any free sprite sheet creator software that is compatible with unity3d without the extra code to be written , i've tried texture packer with there plugin for unity and it work great but this software is paid and i can not afford it right now ,
i also tried Sprite Sheet Packer but when i import the sprite sheet into unity and trim the sprites in the editor the animation does not work properly due to the fact that unity did not know the pivot point and the exact information of the sprite inside the created sprite sheet,
Does anyone know some useful free software that i can use or some unity plugin that can serve this problem ?
I personally always used TexturePacker (then when I moved to Unity, NGUI does the work for me), so this is a recommendation from a friend:
http://renderhjs.net/shoebox/
A quick test showed that it made a PNG and accompanying XML file with the image data inside. Seems pretty simple.
This question still actual in 2017. So this is my approach:
1) Get xml file with coordinates from your editor. I use DarkFunction sprite editor for fast and smart creation of coordinates. It's free and pretty clever to do lots of jobs automatically.
2) Install this asset from asset store, it's free.
3) Tweak the TextureAtlasSlicer.cs file from the installed asset to correspond to your xml format. You have to do this only once.
That's it.