View Full Version : LW10 - I can't seem to get UVs out in FBX or OBJ

10-29-2013, 08:35 AM
I have a project that has a simple object (I'm starting small) that I want UV coordinates upon and to export as FBX for use in Unity 3D.

The thing is, I can't get it to export UV maps. I say this because when I export OBJ or FBX ASCII and open either in notepad, I don't see any UV definitions. When I export FBX binary and open that FBX with LightWave there is no UV map in the T channel.

Here's a screen shot of the surface properties:

And here's without the surface window covering the work space:

I have tried exporting from both Modeler and from Layout. Neither is working.

Can someone see something maybe I'm doing wrong? I'm posting this as I head to work, finally at my wits end. I'll respond when I get back home to suggestions.

I can respond while at work to questions.

Oh and I uploaded my test object if that would help:

And a test texture map:

Thanks for any / all attempts to help.

10-29-2013, 09:21 AM
I've used FBX to export to Unity with UV's without any problem. You must define the UV in the surface editor, but it looks like you've done that.

10-29-2013, 09:29 AM
I've exported your object as a fbx and loaded the texture in Unity and the exported fbx object and applied the texture in unity and it worked as expected.

10-29-2013, 09:48 AM
From the object in LightWave, if I'm in modeler, I'm ...

I've used a myriad of options there.

From Layout, there's a tab with "Export OBJ" and I added in using the menu editor "Export FBX"

Neither have worked. Did you have to do anything to the model when you exported it? Which version of LightWave?

For comparison purposes can you export the model as FBX ASCII so I can do a winmerge against mine?

Thanks. =)

10-29-2013, 10:26 AM
I use LW 11.6 but I've done this in earlier versions as well without a problem. Saved from modeler with file->export->fbx.
Attached the ascii fbx file.
If you can't get it to work try close all LW applications including the hub and delete all configs and restart modeler.

10-29-2013, 10:28 AM
I will try just that and thanks. I'll let you know how it does tonight. (I spent 6 hours on this yesterday and this morning. Here's hoping!)

10-29-2013, 11:28 AM
Sometihng you should know about UVs for Unity is that you should only use one UV.
If you use more than one UV then unity doesn't know wich one you want to map your image to, if you have two you can switch between them on the import settings in unity, but if you have many surfaces it will flip all of them, not just the ones that are having problems....

In the special case that you want to use a lightwave generated lightmap, and thus use two UVs, then export each piece separately so you can switch UVs on import if the wrong one was chosen by Unity. Another way to use Lightmaps is to have only the lightmap UV and use the tile UV feature in Unity to map the other texture. (thinking of floor tiles or bricks that repeat).

BTW if you are having problems with multiple UVs a simple way to strip them is to export to unity using LW9.6, Its FBX exporter didn't support multiple UVs and it would strip the extra ones out, leaving only the correct one.

10-29-2013, 11:53 AM
I only have one UV defined. Thanks for the heads up though. I'll be sure I don't ever try to export more than one.

10-29-2013, 08:45 PM
So, it didn't work. Exports still borked.

I do still own v9 so I installed it.

It exported perfectly the first time. Straight to Unity and Unity loaded it with UV maps no prob.

Grr. But at least I have a working export path.