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jwt

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Oct 18, 2018
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I've trying to start making some assets for skylines, but I keep running into a constant problem. I am using 3ds max to model and texture a file. It looks good in 3ds max renders (and viewport). But when I go to import it into the in game asset editor, it appears as if all the UVW mapping no longer exists... basically the entire texture file is placed onto each surface.
The image below tries to illustrate what I am talking about. In it, I've created a prop I want to use in a ship yard (basically a section of ship that would be craned into position when assembling the ship). On the left is the 3ds max image (viewport and rendered) showing what it is supposed to look like. On the right is the image in the asset importer (the view is looking at it from an offset downward view).
issue.png


At this point, I do not know what I'm doing wrong. I've tried this with multiple models. I've tried following every instruction and tutorial I could find. I've made the UVW unwrap channel 2 (and tried channel 1 just to see), I've tried exporting than re-importing the FBX file. I've tried merging everything down, resetting the xform, then generating the FBX. I've tried changing the settings in the FBX. I've tried exporting as an OBJ.
Somewhere in this there is something basic and stupid I'm missing. I'm guessing that I'm somehow not telling 3ds max to export the texture coordinates correctly, but I sure can't figure out what I'm doing wrong.

I've attached the model, raw texture, and baked diffuse file as well. If anyone is able to help, I'd be very grateful.
 

Attachments

  • ship construction export.zip
    1,1 MB · Views: 15
This is just a guess, I don't use Max. Does your FBX export include multiple objects/meshes? Most assets in CS use one mesh and one material. Like, if those FBX files in the right screenshot are part of the same asset, you'll need to combine them all into one mesh - or add each individually as sub-meshes in the asset editor.
 
This is just a guess, I don't use Max. Does your FBX export include multiple objects/meshes? Most assets in CS use one mesh and one material. Like, if those FBX files in the right screenshot are part of the same asset, you'll need to combine them all into one mesh - or add each individually as sub-meshes in the asset editor.

No it is all one mesh. I think I found the problem though... two UVW maps. I'll post a solution below for anybody else that may have this issue (such as me months from now!)
 
I think I figured it out. Posting here for anyone else that may have this problem. I'm not an expert on 3ds max or 3d in general, so someone smarter than me may be able to say certain steps are unnecessary. Following is my workflow that appears to work:

create & texture model (same as always)
attach all objects to a single mesh. Maintain materials.
Unwrap UVW. Change to channel 2, click "move"
open UV editor. Arrange as desired
Render to texture
create new material using rendered images as the texture. Apply to object
change UVW unwrap modifier to channel 1, select "move"
clear channel 2 UVW
collapse all modifiers
reset Xform
Export

adjust textures as necessary (typically darken the diffuse)
(-80? brightness)

import - for prop rotate in "X" 3 times
set scale to 100
 
That makes sense.

In addition to making your diffuse texture darker, it's advisable to desaturate it a bit as well. I haul mine into Photoshop and darken anywhere between 60 and 80 and desaturate by 40 or a bit more.