Timeline for FBX export why there are no materials or textures?
Current License: CC BY-SA 4.0
48 events
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Oct 2, 2023 at 16:39 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
added 650 characters in body
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Aug 9, 2023 at 9:59 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
Improve answer
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May 21, 2023 at 13:51 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
Add specifics for curves
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Oct 28, 2022 at 23:33 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
added 2 characters in body
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Oct 17, 2022 at 16:43 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
added 54 characters in body
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Sep 13, 2022 at 19:40 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
Update in light of recent OBJ importer changes
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Mar 31, 2022 at 11:27 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
fix typos
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Mar 28, 2022 at 11:08 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
Add updated info from manual
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Jan 27, 2022 at 10:46 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
Improve answer
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Dec 3, 2020 at 17:16 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
added 393 characters in body
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Jun 10, 2020 at 12:57 | history | edited | CommunityBot |
Commonmark migration
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May 26, 2020 at 19:16 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
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Mar 17, 2020 at 18:09 | history | edited | Timaroberts♦ | CC BY-SA 4.0 |
fix borken manual link
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S Feb 13, 2020 at 0:15 | history | suggested | Don McCurdy | CC BY-SA 4.0 |
Correct outdated details on Blender glTF addon. Principled BSDF material is now supported.
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Feb 12, 2020 at 23:59 | review | Suggested edits | |||
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Jan 12, 2020 at 15:05 | review | Suggested edits | |||
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Sep 3, 2019 at 10:52 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
Fix typos
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Aug 28, 2019 at 1:26 | comment | added | BrainSlugs83 | FBX supports textures. So the bit about it not being supported by the file format is just plain wrong. | |
Jul 5, 2019 at 16:12 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
Fix broken link
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Apr 1, 2019 at 16:11 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
Improve explanation
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Mar 15, 2019 at 12:51 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
Improve answer
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Oct 13, 2018 at 13:11 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
Fix formatting
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Oct 4, 2018 at 13:06 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
Improve formatting
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Jun 8, 2018 at 23:19 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 4.0 |
Improve formatting
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Apr 16, 2018 at 0:23 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 3.0 |
Improve explanation
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Mar 30, 2018 at 0:55 | history | edited | user1853 | CC BY-SA 3.0 |
deleted 43 characters in body
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Mar 30, 2018 at 0:35 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 3.0 |
Fix typos
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Mar 16, 2018 at 18:24 | comment | added | Mike Erwin | I can add something about Unreal and glTF, don't know about FBX. Cycles, Eevee, and Unreal each have powerful node-based materials. The glTF 2.0 material model is simpler but can handle a large percentage of game art needs (image-texture-based PBR). glTF works between Blender and Unreal (as of 4.19) for Static Meshes with Materials. You can have multiple materials in a single mesh object, and these will show up as material slots in Unreal. From there you can use the materials imported from glTF or swap them out / author new ones in Unreal. | |
Mar 16, 2018 at 18:14 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 3.0 |
Add baking references
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Feb 14, 2018 at 17:29 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 3.0 |
Improve explanation
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Feb 3, 2018 at 4:28 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 3.0 |
added 3 characters in body
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Feb 1, 2018 at 1:33 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 3.0 |
Add info and glTF and future developments
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Jan 2, 2018 at 19:09 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 3.0 |
added 543 characters in body
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Jan 1, 2018 at 20:28 | comment | added | Duarte Farrajota Ramos♦ | @phil123 You should post that as an answer below, with links to said scripts and a description of the workflow used, along with some screenshots of the results | |
Jan 1, 2018 at 13:26 | comment | added | phil123 | @Duarte Farrajota Ramos there are countless export scripts that export blender meshes with their assigned materials | |
Dec 16, 2017 at 23:12 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 3.0 |
Add further details
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Dec 16, 2017 at 23:06 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 3.0 |
Add further details
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Nov 24, 2017 at 1:38 | comment | added | Sazerac | Its worth noting that a lot of applications/formats care about assigned material slots (i.e. which verts have which material assigned), but not the actual material that is assigned, as they need these for assigning their own materials. | |
Sep 29, 2017 at 22:15 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 3.0 |
Add more detail and cases
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Apr 13, 2017 at 12:57 | history | edited | CommunityBot |
replaced http://blender.stackexchange.com/ with https://blender.stackexchange.com/
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Mar 22, 2017 at 0:10 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 3.0 |
Add info about other data types like smoke and physics
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Mar 21, 2017 at 4:39 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 3.0 |
Refine answer details
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Mar 12, 2017 at 22:58 | comment | added | Duarte Farrajota Ramos♦ | All maps are quite common for some families of render engines while quite uncommon for others. While normal or ambient occlusion are quite common for game engines and real time, they are rarely used in "offline renders" for example. Point is no matter the texture, most importers and exporters don't bother with materials because it would be impossible to cater for all possible outcomes. | |
Mar 12, 2017 at 21:21 | comment | added | tmighty | @DuarteFarrajotaRamos But diffuse and normal are quite common and not depending on the rendering engine very much, right? | |
Jan 23, 2017 at 4:53 | history | edited | Duarte Farrajota Ramos♦ | CC BY-SA 3.0 |
added 82 characters in body
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Jul 11, 2016 at 12:44 | comment | added | Duarte Farrajota Ramos♦ | I have never used Unreal or any other engine, I have no clue, you will have to ask about it in a dedicated community I'm afraid. I hear some engines do not allow multiple materials per mesh, you would have to break it apart into several objects. Anyway you can apply the materials in Blender, for visual fidelity in the viewport, and if the importer supports that it's less work you have to redo in engine, just don't expect to use the same exact material definitions. | |
Jul 11, 2016 at 2:56 | comment | added | harold4964 | Duarte, Am I correct in assuming when I unwrap my model I do not need to apply a material when exporting it as FBX. As long as I have unwrapped it correctly upon import into say Unreal it will give it a material? If this is the case How do i get say two different materials on a wall and the skirting boards around it for example. Learning I am :) | |
Jul 9, 2016 at 19:07 | history | answered | Duarte Farrajota Ramos♦ | CC BY-SA 3.0 |