Preparing the FBX OBJ 3DS and DAE files?

Discussion started by aardenon

Hello, I'm working on some models in Blender, I want to put them for sale here. But I have a problem preparing the files in the exchange file formats, such as FBX OBJ DAE or 3DS. I exported my model from Blender into each of these formats. And tested opening it in Blender, 3ds Max, Maya and Cinema 4D and the problem is the materials fall apart. No matter if I use Cycles or Blender Internal, the exported files don't hold (I mean the materials, because geometry and UVs come in properly). Sometimes I loose the bump map, sometimes all the textures. It's a russian rullette as to what works or not. I assume I just lack the necessary skill to do it properly. Can someone advise me, how to prepare these exchange files so that the materials and textures hold? Also is there dedicated software for these file formats, so I can edit the materials there and save natively?


Posted about 5 years ago

STL files... save your blender file as a stl or use meshlab to convert... i personally use solidworks model stuff as a solid then export to stl format for 3d printing

Posted about 5 years ago

Materials are sometimes an issue when transfering from one software to another so most people are used to it and they usually recreate the materials from scratch using only the textures provided so it shouldn't be a problem for most of them. For example FBX transfers only basic material info anyway, so if someone uses Vray or other renderer in 3ds Max, then you can't export Vray material into FBX and have to use only Standard material. External renderer specific materials won't export properly from any software I guess so I wouldn't bother trying it and just export the model and textures.
FBX or OBJ don't have any dedicated software now so you can't edit them "natively".

Posted about 5 years ago

Most of the time, I concentrate on .OBJ and .FBX and sometimes add .DAE
First, it is always a good thing to have all the texture in the same folder as the mesh. Sometimes FBX (was the case with older versions) required to have the images files in a "textures" folder.
For FBX, it si sometimes possible to embed textures directly in the FBX file, but I don't know if Blender is able to do that (I export my files from Lightwave).
As for .OBJ, the best way it to have all your maps in the same folder than the mesh and edit your .MTL file in a text editor to get correct paths files. They should be something like this (for each material) :

newmtl material*name
Kd 0.517647 0.517647 0.517647
Ke 0 0 0
Ka 1 1 1
Ks 0 0 0
Ns 50
Tr 0
d 1
Ni 1
Tf 1 1 1
map_Kd material*name_diffuse.jpg
map_Ks material*name_specular.jpg
map_bump material*name_normal.jpg
bump material*name_normal.jpg

With that, your textures should load in almost any app. This is why, most of the time, .OBJ is my preferred exchange mesh depending on the number of UVs.

Posted about 5 years ago

Perhaps it's a path textures problem, textures path must be in Root Directory (folder) not in Sub-folder.

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