Product Chat (Early Access) / Purchased FBX models can't be imported

Author
Message
mrniceguy
18
Years of Service
User Offline
Joined: 5th Oct 2005
Location:
Posted: 16th Nov 2022 16:42
Hi,

The FBX models which I have purchased haven't seperate texture files but are included in the itself.

It seems that GameGuruMax importer can't handle such files.

Is there a tool for converting the models or other ways to get this working?

Greetings,

Mike
Smart Packer Pro - Distribute games and applications
V-Packer for Games - Please vote for getting V-Packer on Steam (vpacker.com)
3com
9
Years of Service
User Offline
Joined: 18th May 2014
Location: Catalonia
Posted: 16th Nov 2022 17:36 Edited at: 16th Nov 2022 17:39
@ mrniceguy
It looks like FBX and GLTF do not work as expected. they are aware of and working on fixing it.
Can you try OBJ?
If your file isn't animated, it might be worth the try.
Maybe Blender can help you.

Edit: your FBX files should have an FBM folder with the textures inside.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
memory mark 2584.8
Disk mark: 1146.3
Passmark rating: 3662.4

PM
mrniceguy
18
Years of Service
User Offline
Joined: 5th Oct 2005
Location:
Posted: 16th Nov 2022 18:58
Hi,

Thank you for the quick reply.

I have already tried to import and convert the models in Blender to .obj but without luck. The .fbx files are in binary format.

Hope that there will be an update soon.
V-Packer on Steam (vpacker.com)
3com
9
Years of Service
User Offline
Joined: 18th May 2014
Location: Catalonia
Posted: 16th Nov 2022 20:04
I no familiar with Blender (3ds Max here)
Perhaps you should look for FBX bug reports in GitHub, and add your own video showing the bug, on your side.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
memory mark 2584.8
Disk mark: 1146.3
Passmark rating: 3662.4

PM
GraPhiX
Forum Support
19
Years of Service
User Offline
Joined: 15th Feb 2005
Playing:
Posted: 16th Nov 2022 21:32
@mrniceguy if you send me the fbx files I will extract the textures for you send me a PM and I will give you my email address
Welcome to the real world!
Main PC - Windows 10 Pro x64 - Core i7-9700K @4.2GHz - 64GB DDR4 RAM - GeForce RTX 2070 SUPER 8GB - 2TB NVe, 1TB NVe, 2TB Hybrid Data Drive
Test PC - Windows 10 Pro x64 - Core i7-7700K @4.2GHz - 32GB DDR4 RAM - GeForce GTX 1060-6G 6GB - 1TB NVe SSD
Laptop - Helios 300 Predator - i7 7700HQ - 32GB - Nvidia GTX1060 6GB - 525GB M2 - 500 SSD - 17.3" IPS LED Panel - Windows 10 Pro x64
Asset Manager
xRange No Nonsense Tools
Monkey Frog
4
Years of Service
User Offline
Joined: 5th Feb 2020
Location:
Posted: 17th Nov 2022 04:24 Edited at: 17th Nov 2022 04:25
FBX and GLB are working fine for import, with the exception of rigged characters models (the issue here is with animation and not materials/textures). That may get fixed soon-ish, though.

As far as textures, the model needs to "know" the textures are part of the model (i.e. they are "referenced" in the FBX or GLB file) for them to automatically come into MAX when importing. If it's not, then you need to manually attach the textures (albedo, normal, surface, and emissive). The Surface texture is a single texture made up of three - roughness, metallic, and AO (ambient occlusion), each on a different graphic channel. You can create your own surface map in a paint program like Photoshop, GIMP, etc., or you can use one of the awesome tools by GraPhix to automate the process.

If your model uses several materials, then when you import, you'll have to open the material tab, go to each material, and individually import each texture.

But FBX and GLB import work ... and work well when a model is set up properly. I use it daily in MAX.
Intel i9-10900K 5.10GHz, 64 GB RAM, Nvidia GTX 1080 ti 11GB, Windows 10 64-bit, dual monitor display
mrniceguy
18
Years of Service
User Offline
Joined: 5th Oct 2005
Location:
Posted: 17th Nov 2022 14:50
@GraPhiX
Thank you for the offer but these are commercial models so I am not able to send them.

@Monkey Frog
The models are loading fine in Blender so that is not an issue.
Monkey Frog
4
Years of Service
User Offline
Joined: 5th Feb 2020
Location:
Posted: 17th Nov 2022 16:51
@mrniceguy - I create my own models, so I can't say what the creators of your have done or how they've created them (or why they load into Blender just fine). However, when I create my models, I create a material for them and associate that material with at least the color/albedo texture. So, if I have a model called wall_01 and have a material for it called Wall_01_M, then I set up that material to point to the albedo (maybe it's called wall_01_color). Whatever the name of that albedo/color file, the other textures then need to be named to follow suit. So, if the albedo is called wall_01_color, then the normal is named wall_01_normal, and the surface is named wall_01_surface. When I then export from Blender to FBX, then "wall_01" as a name is associated with the FBX file. When I import into MAX, it automatically finds wall_01_color, wall_01_normal, and wall_01_surface. This has worked for me every time without fail and I've created an imported literally hundreds of models . So, as long as the model is properly associated with the texture and the textures are all named properly, they will import into MAX.
Intel i9-10900K 5.10GHz, 64 GB RAM, Nvidia GTX 1080 ti 11GB, Windows 10 64-bit, dual monitor display
mrniceguy
18
Years of Service
User Offline
Joined: 5th Oct 2005
Location:
Posted: 19th Nov 2022 14:03
Thanks for the explanation.

I have found a working method.

The pipeline is importing the FBX file in Blender, export it to .OBJ file, import .OBJ file in Deled Editor, export to .DBO file and import it in MAX.

Login to post a reply

Server time is: 2024-04-19 11:57:54
Your offset time is: 2024-04-19 11:57:54