Jump to content

Importing FBX file with textures in 3ds max


Lapa
 Share

Recommended Posts

Hello,

Im working on a small project for Personal Use only and wanted to import FBX model with textures into 3ds max, but all texture information appliers to be missing when FBX model is imported, can anyone pls help with suggestions how to quickly apply attached textures to imported FBX with correct UV coordinates? Thanks a lot! :)

RGB_44eb8bfa2fc94a14a128908b6c1572b7_1_GBWS_Textures_4K.png

RGB_9706aefe73df4091b72bd35b159d9328_1_Shingles_Textures_2K.png

RGB_bc725547100542efa97461ffd182e30d_1_Woods_Houses_Textures_2K.png

RGB_da73495d892d4308a4a8f6d22cc02cc1_1_tree_and_grass_2k_.png

RGB_e103ea31b6304fd397dd76c04fd73549_1_ZZT_Textures_1K.png

079289578bf0486ca62a36d700509eb7.fbx

Link to comment
Share on other sites

The fbx has the textures stripped from the materials, which means it wasnt exported correctly. Ask the artist who provided you the fbx to re-export with textures embedded or linked. Most likely they exported it from a non supported engine, the materials should be either Standard(Legacy) or Physical. 

Also this file you attached is just the fbx (without the textures). I assume these textures above you have posted should be included in a zipped package or something similar. When you import into 3dsmax and press shift+T you should see the textures that are either in the scene or missing, if there is nothing in the asset tracker then the materials/textures didnt export correctly. Also the uvs looked stripped for some reason.

Edited by James Vella
  • Like 1
Link to comment
Share on other sites

  • 10 months later...

When importing an FBX model into 3ds Max and the textures don’t automatically load, follow these steps to reapply them correctly using the UV coordinates:

  1. Ensure Textures Are Included
    Confirm that the textures are in the same folder as your FBX file. If the FBX was exported without embedding textures, you'll need the texture files separately.

  2. Check Material Editor
    Open the Material Editor (M key), and assign a material to the model if it doesn’t already have one.

  3. Reload Textures
    Go to the material's Diffuse or Base Color slot and reassign the texture file. The UV coordinates should align if they were exported correctly with the FBX model.

  4. Use Asset Tracking
    In 3ds Max, open File > Reference > Asset Tracking to check for missing paths. Relink any missing textures to their correct file location.

  5. Test UV Mapping
    If the textures still appear incorrect, add a UVW Map Modifier to your model to adjust the UVs manually.

Let me know if you need more detailed steps for any of these! 😊

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...