How to import bought files?

Discussion started by bizi88

Hi all!
I'm a newbie in blender and a new customer in cgtrader.

I'm using blender 2.82a. and I recently bought this model: https://www.cgtrader.com/3d-models/interior/other/...

I've downloaded both .obj and .mtl files and imported them to blender. After importing the files, I changed the "display in solid mode" to "Render preview" and also changed the render engine to all options (Eevee, Workbench, Cycles)
I've also downloaded the .fbx file and converted the file using "Autodesk FBX Converter x64 2013" and imported it to blender.

No matter what i import or do, It's the same results = no textures. Same results even when I render the image.

Here are some pics: https://imgur.com/lKpY2By
https://imgur.com/bmg8t5s


I'm obviously missing something important in order to import the textures, but I have no idea how. Any one who can guide and give and old man hope again? :)

Answers

Posted about 4 years ago
0

If nothing else worked, verify that you have the textures that are required. You can do this manually by going into the shader tab, select an object with missing textures, and examine the node structure. You should see image texture nodes plugged into the main shader. You should see the name of whatever texture "should" be there. You can manually open the file location of the missing image texture and try to locate it yourself. That's one way to do it, but it can be time-consuming if you have dozens of textures.

Another option is to be sure you have your textures in the proper file structure to begin with, based on where the OBJ MTL files are referencing. You can open the MTL files in a texture editor and see where they are pointing to. You can then change the paths to match your local drive if necessary.

Posted about 4 years ago
0

In addition to my previous post, I'd like to add that looking at the product page, I don't see any separate texture files as a download option. Were there textures included with the OBJ or FBX file downloads? If not, they may be included only with the native 3dsmax file in a zipped folder. If you don't have the textures on your hard drive, I would download the Autodesk 3dsmax (.max) version, if it is a zip file, and see if the textures are in there.

Posted about 4 years ago
0

EDIT: The description tells the tale: "All materials and textures are included in the original format (MAX).". So as I suggested, you need to download the 3dsmax version to get the texture files. You don't have them right now, and that's why they are missing.

Posted about 4 years ago
0

Hi again!

I've now downloaded the max folder and extracted the images and files to the folder where the .FBX file is located. So now all files including materials and .fbx are in the same folder.
What happens now is that some of the materials are loading but not all. For example the walls and lights are not being loaded and there are lots of noise in the rendered image.

I even used the import missing files in blender and opened the folder were all materials are located, but its the same issue.
Rendered tvo pics in Cycles engine with and without light.
https://imgur.com/fwtknfM
https://imgur.com/TVPOlg2

Changing rendering engine to Eevee did nothing other than reducing the noise to 0 but with zero realism in the image and even more materials are missing.

I then increase the sample rate from 50 to 1000 and the quality is way better, and I think because there is bad lightning the quality will never be realistic and perfect.
https://imgur.com/yzDTRQD

Correct me if I'm wrong. Since it was mentioned in the description that all materials inlcuding lights are in .max and since .max can't be imported to blender these 3d project
files can't be used in blender if I dont manually assign each and every missing texture and lightning etc that is.. Since there was both .obj and .mtl files I thought that
having these in the same folder and import the .obj in blender, that would import all textures including lightning and everything - but I guess that is not the case or am I wrong? If I'm wrong in this assumption then
I'm clearly not importing the files correctly and I should ask the blender community for guidance.

So the best and fastest course of action in this case is to just use Autodesk 3DS Max and open the files there. Correct?

pstudio3d wrote
I work sometimes with this kind of work as a transfer from 3ds Max to Blender. For the first time, it's hard and better to have a 3ds Max to check for the materials settings. As I see from your screenshots you need setup light and change intensity for the Normal map
Posted about 4 years ago
1

OBJ files will not have the correct materials applied and in most cases missing textures as the format doesnt handle even standard material conversion very well.

FBX is much better for transfering assets between 3d software however it is up to the artist to set up the materials and export settings so that its compatible for the software its going to specifically. Without the scene being set up for blender (which I use with my models - much easier with PBR) then there is almost now way its going to look correct without adjusting every material.

In this case it looks like its setup for 3dsmax, additional formats will most likely require the buyer to set up the materials/lights/render settings themselves. You should contact the buyer and ask them for a file conversion if possible.

3DCargo wrote
3DCargo
contact the seller*
Posted about 4 years ago
1

I agree you will need to contact the seller and ask for a conversion. Otherwise, you'll need to manually apply every material and texture yourself. Neither the OBj nor the FBX will create a perfect translation of materials for you. You will always need to tweak the materials or, in some cases with OBj, restructure the file paths.

In the case of Eevee, you'll need to add even more manual work to get results which are closer to Cycles. Eevee depends on PBR and its own render settings for realistic render results.

Posted about 4 years ago
0

luxxeon, you can actually export from 3dsmax to blender as FBX for Evee and have the exact settings you require (PBR Metallic worflow only). Took me longer than I should have spent on it but it can be done. But otherwise 99% of the time I would agree and say it will need adjusting.

luxxeon wrote
luxxeon
I'll have to look into this deeper. I would be interested to know your FBX settings and which versions of the software you use. I just tried a quick, default export from 3dsmax 2017 to Blender 2.81 using just default FBX parameters (I think I unticked the animation, camera and light options). Everything came over just fine. However, the Principled shader in Blender needed some minor adjustments to the norrmal intensity and specular strength, as the materials weren't rendering quite the way I had them set up in Max. I am using a metallic workflow with roughness maps, but specularity adjustment was still necessary on certain models. I'm sure there's something I need to do to get the translation perfect, but normal maps weren't imported correctly either. On the other hand, there are some good plugins for this process. I believe there's one called BMax, and another one called Max2Blender or something like that. They seem to do a very impressive job, even with Vray materials.
Posted about 4 years ago
0

Thanks a lot for your support. Great community! The best course of action will be to use the trail version of Autodesk 3dsmax for 30 days and open up the files and export it or just use MAX for this model :)
Have a good day!

Posted about 4 years ago
1

You are correct luxxeon, the defaults do mess with the Specularity and the normal maps will be flipped (3dsmax uses direct3d). This is based on Metallic/Roughness workflow. Here is the process I have boiled it down to:

Using standard material

[img]https://i.ibb.co/G39tXp6/dialectric.jpg[/img]

Dialectric Notes:
Specular Level: 0.25 = Specular 0.5 in Blender
Reflection = Checked On, but 0% which turns off Metallic on import
Normal Map: DirectX texture in 3dsmax, I swap this to OpenGL texture for export to blender.
Roughness Map in Glossiness slot.

[img]https://i.ibb.co/T11hsg9/metallic.jpg[/img]

Conductor Notes:
Same as above except swap the Reflection channel to 100% for Metallic objects (or place the Metallic map here)

Specular:

If you want to control the Specular yourself using a 0/1 Map then place this into:
Specular Color (3dsmax). This will transfer this to the Specular channel in blender.

[img]https://i.ibb.co/THRrs1Z/speclevel.jpg[/img]

Final Notes:
Its a bit strange how it re-orders a some of these maps but non the less works. A bit of trial and error got me here but now I stick by it and havent had an issue. All the best.

Posted about 4 years ago
0

here is a visual guide if it helps

https://www.jamesvella.net/blog/2020/4/25/pbr-3dsmax-to-blender

Posted about 4 years ago
1

Thanks a bunch :)

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