Looks like this gets asked fairly often, but in searching around, I'm not quite seeing a fix. I've bought a couple models from Turbosquid, and have been trying to import them as either .obj or .3ds. I'm downloading the textures as well, and putting them in the same folder. I'm then selecting the imported textures in the import dialog, but everything comes in as a white model.
If all the parts are there, you can recreate the texture in VW, Chances are that the mapping will work because it is baked into the geometry. You just need to get the right image maps into the textures.
I'm trying to figure out how to bring in the .mtl file that came with the .obj. There's no option to import it, nor does the dialog for importing the .obj give an option to select or interpret a .mtl file. I tried creating a new Renderworks texture, and I can import the .png's individually (but I have no idea where to begin tweaking them to work) - and VW doesn't recognize the .mtl to bring in that way.
I *did* RTFM, but the page on "Importing OBJ" seems pretty vague on what to do with the .mtl (or any other texture files), so I'm a little confused about that. Didn't find much on point via YouTube either.
When I import the .3ds version of the file, it does bring a bunch of textures (solid colors) into the resource manager, but I'm not really seeing a way to assign them to specific geometry without taking the geometry apart and painting parts individually - which seems like not the way it's supposed to work, and is a little beyond my 3D skills to begin with ; )
I'm working with some simple human/musician figures from Turbosquid. Nothing too complicated really, and I may well take you up on your offer, but for the moment, I'm gonna try and hack at it a little more.
I'm also a more than a little frosted about the lack of official documentation on this workflow. I know that the various 3d formats have been - and continue to be - a literal Tower of Babel, but I would expect that a platform as mature as VW would provide more/better advice and wisdom to help us.
It could be as simple as the name of the image texture does not match the .mtl file.l (common problem with Turbosquid). You can check this by opening the .mtl file in a text editor and comparing that to the names of the image files. If that looks correct, the next step is to import the .obj file and review the textures created.
If the model is white, there is still a problem with the image names not matching the .mtl OR the image files are saved in a format that is hanging VWX up, usually a colorspace or bit depth issue. That can be fixed by opening the image files in an image editor and resaving them (probobaly why C4D seems to fix things, it handles images a more robustly like Blender).
FYI, I'm less upset that VW doesn't handle foreign files well than I am that there's no clear knowlegebase article giving the info you just shared. I would not have thought to search for meshes - I was only looking for .mtl importing, etc
- I tried with the file as a .3ds and the import window does show a bunch of additional files being imported, but can't finagle an attempt where any textures are actually showing up in the resource manager.
From what I'm gleaning, this might be due to the textures not being properly formatted/named by the original designer... but How would I go about fixing this? I don't see any way of selecting a part of the model and assigning a texture to it... Nor do I see any place where I can figure out what the correct names should be for VW to ingest this correctly. Am I mistaken that there's no way to do that?
5) you will have 14 meshes that create the chair and there should be two textures created from the obj import in the resource browser...one 'wood' and one 'seat' and if you click on one of the meshes you will note in the render tab of the OIP it will say 'IMPORTED" for the rendering texture alignment!
Circling back in on this with some results - I was able to finally get the objects and textures to import together. My issue was that (at least for these objects from Turbosquid) I needed to *uncheck* "Create Renderworks textrures for all materials", and now things come in and render as I'm expecting.
Ironically, I was getting a little pressure from the band I'm working with to deliver something, so in order to get that over to them quickly, I actually dug the Human Figure tool out of the Legacy vault, created my people, converted them to meshes, which I then simplified and was able to deliver. Looks like junk, but at least I was able to show something.
I'm pretty sure that I had tried all possible combinations of checking the two boxes for importing and creating meshes. The other day when I had the time to get back around to trying to solve this, I had moved to my laptop (also running 2023 SP5 - both are M2 processors)
First attempt, no dice. Model comes in as just a mesh with no textures. I then played around with @Kevin K's model, and that worked great. I then tried my Turbosquid model, and no textures. Last attempt as unchecking 'create RW textures' and it worked. I then tried importing again and changing the import RW textures to positive, and it also worked.
Edit: Actually it just dawned on me that you may not be importing from 3DS Max, you did say Turbosquid after all. I just assumed you might have 3DS Max already. If you do have it, and Turbosquid also provides scene files (which I believe are .Max files), you can load the scene and then import into UE4 using datasmith. If all you get from the Turbosquid are the individual geometry files (probably .FBX), you can import the geometry into UE4 no problem, but Vray materials will not work in Unreal Engine. You can however recreate the materials in Unreal Material Editor as V-ray is now available for Unreal Engine.
Edit: Actually it just dawned on me that you may not be importing from 3DS Max, you did say Turbosquid after all. I just assumed you might have 3DS Max already. If you do have it, and Turbosquid also provides scene files (which I believe are .Max files), you can load the scene and then import into UE4 using datasmith. If all you get from the Turbosquid are the individual geometry files (probably .FBX), you can import the geometry into UE4 no problem, but Vray materials will not work in Unreal Engine. You can however recreate the materials in Unreal Material Editor as V-ray is now available for Unreal Engine.
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