Modo FBX2013 -> UE4 (import materials with textures)

Im not sure its a bug. Modo is a very popular 3d modeling soft dedicated for game asset creators. I would like to ask how should I prepare fbx from Modo to import it to UE4 with all textures and materials. For now I can get only mesh with materials without textures. I don`t know why. I tried with tga and png. Even diffuse texture is broken. Same with bump, rgba map.

Hi Bartosh44,

I’ve downloaded MODO 801 and attempted to use it but have hit a brick wall. I got a 15 day trial from their site.

I looked at their FBX export options in the preferences tab and see that it does support exporting materials. This is true of 3Ds Max as well which I am greatly more familiar with.

I was able to make a box but could not, for the life of me, figure out how to make a material from an imported image to test the export. If you can provide a test asset with a material or two on it for me to test along with an export of the FBX version as well.

I can then take a look at exporting an FBX myself along with using the exported FBX you provide to take a look at that in Max and see if it imports with the materials. If I can then export a version of that from Max to UE4 and use the original FBX and import they should be the same. If they are not, I would suspect there is something up with the way MODO is handling their export.

Let me know!

Tim

I put in zip attachment three types of material scope (Polygon Tag Type): material name, polygon part name and selection set name. All three types are exported from Modo 801. Exporter automatically convert material scope as first type (material tag name) and three types are imported to UE4 without any problems. This test checked pure material groups with three types of scoping. Second test I will do with fbx+textures on same cubic mesh.

Ok, it works. Is possible to import fbx from Modo 801 to UE4 with materials and textures. But I think all textures should have resolution of texture - power of two. UV is supported well but all other projection like planar, solid, cubic are not supported and texture is changed to pure UV. So if there is not any UV then texture is cut away.

Good option is load to Modo fbx exported from Modo to check which settinga are automatically changed without any info.

You are right. All works as it should. I tried on complicated object and it didnt work for me (maybe its my fault). On simple mesh everything is ok. I uploaded my *.lxo files here to show it to rest Modo users that is possible to do (pipeline Modo 801>fbx>UE4). Thanks for help.

Hi Bartosh44,

Thank you for the files! I couldn’t get the LXO files to do anything for me. That may just be my ineptitude at using MODO though. :confused:

I did import the files into 3Ds Max and UE4 with the FBXs you had setup. I didnt alter them in any way.

Each one imported with 3 material slots. The material test brought in the base colors that were setup. When I Imported the others they would use the same color bases since they had the same name in the material slots. If I imported the other two first they would import a blank material.

Everything appears to be doing exactly as it’s supposed to do. If you’re setting up multi material objects it’s importing them as they should be.

If there is something I am missing please let me know and I’ll look into it further, but from what I can tell, UE4 is handling everything as expected.

Tim

No problem. :slight_smile:

OK I found a bug. If in Modo FBX texture is set to RGBA (diffuse and transparency mask) then texture is not showing transparency. Transparency is need to set up manually inside UE4. How import fbx with transparency texture f.e. leaf (png or tga) if that channel is not supported on import in UE4. When you import many materials than you have to set up again all materials with transparency. May you fix that or maybe it`s my fault?

Edit: I will post file later.

This isn’t necessarily supported. The FBX will export some materials to their slots and create the material in UE4. (ie. Normal Map, Specular, Diffuse)

This is taken from our documentation page for FBX imports

Import Materials Materials are
created in Unreal for each of the
materials found in the FBX file. Above
and beyond this, textures referenced
in the FBX material will automatically
be imported and if an equivalent
property exists, they will be
connected to those properties. Those
that are not supported will be left
floating free, awaiting hook up to the
Unreal Material Editor.

Opacity doesn’t appear to be one of them because of the way UE4 handles opacity. You will manually have to setup the material to be masked. By default it is set to opaque. Best practice would be to include the textures on import and manually setup the Material. This way you can get the best results with your material and make sure everything is set to what your specific needs are.

Tim