• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Bipin

Second Lieutenant
5 Badges
Apr 4, 2013
140
7
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
Hello,

I'd appreciate some help with the 3dsmsx to FBX workflow. I can export the .fbx file easily enough by going to file > export. However, I either cannot get textures to appear or the model won't even appear in Skyline's asset import window. I can click on the file name, but I cannot get a preview image, nor can I click on the "continue" button. It's as if nothing is there. I've had better luck before, during the beta, but the method I used then was extremely inconsistent and now it doesn't work at all. Someone had even said the method I used prior to this was outdated (but they never specified why or gave an alternative method). I would really appreciate for someone to describe their 3dsMax workflow, from start to finish. I have no idea where to go from here, as the first method I had used never really even worked in the first place. :wacko:
 
What works for me is the following

1.After you have UV mapped the model, collapse the UV map to the model.
2.Make sure it is converted to a mesh
3.apply the reset xfrom modifier
4.select the model
5.select 'export selected' under save as (or under export)

You also have to make sure texture and model names are exactly as specified (model and textures share the same name, textures have a _d,_s,_a,_n,_c suffix). I am using png textures. Also make sure the texture resolution is as specified (1024x512, 1024x1024).

Make sure your units is 3dsmax are set as specified.

If that all doesn't work I suppose there could still be a problem with your fbx exported properties. You can play with those (esp maybe the unit settings).

Note that even though I have set up 3dsmax exactly as specified by CO, I still need to increase the size of my model by 100%. I also don't bother anymore to set the pivot in 3dsmax since I can rotate the pivot in the asset importer.

Good luck!
 
Nope. You only need to make sure the textures are available in the same the folder the game gets the model from.

I have a model I've already textured in 3dsMax, which I want to export for use in Cities: Skylines. I guess the real problem I'm having is getting those textures from my model and into single maps, each for the diffuse, specular, normal etc. channels.

(EDIT) This is what the model should look like:

8afcd2507687e7aec62e5924c144370d29922d3657.png

http://tardis1.tinygrab.com/grabs/8afcd2507687e7aec62e5924c144370d29922d3657.png

This is what the model looks like in-game (the white area is above ground, the textured area is below, although it isn't even mapped correctly):

8afcd25076339d7430bb7073a69fd0e7abd26be64e.png

http://tardis1.tinygrab.com/grabs/8afcd25076339d7430bb7073a69fd0e7abd26be64e.png

If I add a random .png texture to my model, this is what happens:

8afcd25076959c4b6d1b433817dd7f6149f9078ac0.png

http://tardis1.tinygrab.com/grabs/8afcd25076959c4b6d1b433817dd7f6149f9078ac0.png
 
Last edited:
yes, you can use multiple uv channels with MSOM, but some where down the track you it will have to make it a single texture ;)
 
yes, you can use multiple uv channels with MSOM, but some where down the track you it will have to make it a single texture ;)

Thank you for your help so far! I hope it isn't too much to ask, but could you outline your export process, from mapping the UVW coordinates right up until the final FBX export; from start to finish, more or less? I am following Xannepan's advice as well as the following video:

Xannepan said:
1.After you have UV mapped the model, collapse the UV map to the model.
2.Make sure it is converted to a mesh
3.apply the reset xfrom modifier
4.select the model
5.select 'export selected' under save as (or under export)

https://www.youtube.com/watch?v=Xi467BO_-JY&list=LLCi1yRK5VhFoObPSvgDFLKw&index=1
 
Unless things have changed since I last used Max & Unity, one thing needs mentioning. (Going from memory, I haven't used Max/Unity in a while. :) )
On export, there should be a check mark in "Export Media" on the FBX export page. This creates an *fbm folder containing the textures and other media information. When imported into Unity, this folder shows up, and there are the textures.
 
Unless things have changed since I last used Max & Unity, one thing needs mentioning. (Going from memory, I haven't used Max/Unity in a while. :) )
On export, there should be a check mark in "Export Media" on the FBX export page. This creates an *fbm folder containing the textures and other media information. When imported into Unity, this folder shows up, and there are the textures.

I believe you are talking about "embed media"? Unfortunately, this won't work as I need the textures to be in separate files with specific names (modelname_d.png for instance).
 
Hey Bipin,

I prefer to use UVW unwrapping, it’s much more versatile especially with more complex models.

This video covers the basics of UVW unwrapping pretty well: https://www.youtube.com/watch?v=nrUHDyk_he0

Once you get to the point where you are ready to export, just be sure to not use uppercase in the name of the *.fbx or the textures. Also be sure to name the textures the same as the *.fbx.

And don’t forget to use:

name_d.png for the diffuse map
name_s.png for the specular map
name_n.png for the normal map

Good memory Ayce, your spot on mate, the *.fbm does store all the texture data and whatever else comes over with the *.fbx

cheers
 
Thanks, graphite. :)

I did look into my old files and noticed I had tga's, png's dds's and mp3 files in the fbm folders. I think my bumps, specular, diffuse and normal files were all incorporated into the dds files.
 
Ah yes.. Step one in my list of worksteps should have been :
1. After you have UVW unwrapped the model, collapse the UVW unwrap modifier.

I don't bake textures. I just create a texture in photoshop and use that one in max for unwrapping
 
Try different values in the "scale" parameter. Sometimes when I apply a new value it jumps right into the next window without applying. Start the asset editor again and the new value should be applied then.