Export blend file for 3DSmax import (various issues)

Greetings

I 've finished creating a track using Blender (v3.1.2). My main goal was to export it to rFactor 2 standards, but because of my 0 knowledge, a guy - who is trying to help me exporting this track - asked for the fbx file (in order to import it to 3dsmax) and have a look at it (or maybe any other compatible 3dsmax file)

I do have these project stats:

rF2_track_blender_stats

But when i try to export it to fbx i get a system crash (not responding). How can i make this to fbx? Any workarounds?

PS: I ve managed to export my whole scene in *dae format, but when i tried to reload my dae file in Blender, i did face some “missing textures” as in the below image (e.g asphalt and mountains among others are grey)

What am i doing wrong?

I have no idea why your FBX crashed…as it doesn’t have that many objects…Unless you are trying to export to FBX with Packed image files included…that could cause the crash…
There is a script that was developed for 2.80+ but I don’t know if it would work for 3.1.2… HERE… If it only works from 2.80+ and not the 3.1 version you could grab a copy of 2.8-2.9 as a zip file and drop the contents to any folder you wish…problem with that is getting the parts out of the 3.1 Blend, back to 2.8 as they aren’t backward compatible…to get around this or all of it you could just export to GLTF-Binary and that would load in 2.8 or 3DMax will also import GLTF…but I don’t know if it supports that file type…as I dumped Max years ago…

Thanks for your reply!

Yes i know that script (i come from this forum actually) but haven’t managed to activate it:(. At this time i had success only if i export my scene to *.dae.

But then i get some missing textures as i said before. Anyone knows a solution for this?

The missing textures may be due to the mesh itself…I think the mesh needs to be triangulated … if not it is triangulated upon export and that will mess up the UVs causing a texture to fail…see if triangulating the mesh before export helps ( work on a copy ! )

Nope, it did not work.

What i did: i selected the “problematic obj” (in my case the 3CROSSASPHALT_openArea" mesh → i went to modifiers tab → selected triangulation → hit apply). For an unknown reason it does not keep the textures (my specific mesh has 2 materials, one named “oasp.003” and one named “main_entrance”. Photo below:

Both are linked to the same dds file (TRACK_MAIN.DDS)

Maybe i do smth wrong?

I was referring to Edit Mode Face > Triangulate Faces ( Ctrl + T )…
I’m not sure but I think the modifier might mess with the UV…I would have to check…

I just checked…and no…It works just the same… are the textures like a decal … what does the node tree look like…it may be the same as FBX export where some items won’t work if there are textures plugged into a mix node…it won’t see them correctly ( that’s specific to FBX when the image is packed into the file )

I am going to assume from what you have shown, that you did place the textures into a folder and you are exporting to that folder.

My structure is like this:

Inside my main folder there are 2 other folders. One with name “obj” and an other with name “Textures”. There is also the blend file inside main folder

The TRACK_MAIN.DDS lies inside the texture folder

The dae file is extracted inside main folder along with their dds files. But not all meshes have a texture as i told before

Have you tried USD?

You mean export it as usd?

I did, but when i load the usd file after a while it crashes

Have you checked if Blender crashed because you are running out of memory?

I do have 16 gigs or ram. I do not think ram can be a problem.

Want me to upload my files to have a look ? (they are ~ 450 mb)

Thats my scene stats btw

I would try watching the task manager while importing the scene and check if it is a memory problem.

When i export to fbx my ram is at 7.8/16.00 (~49%)

The app crashes (not responding) even if i let it for 1 hour…

How about just packing up the one that was causing the fail 3CROSSASPHALT_openArea
and the 2 textures…and let us take a look at that far better than a 450 MB file…

But beforehand does the target program allow for OBJ file type on an import? Just about all modding does…

Note: Just for info…you can save a Blend file as a Compressed file which will drastically reduce file size…on a Save Blend…open the Gear Icon in the upper right and select Compress before saving…

Yeap sure.

Here is my 3CROSS file (in fbx) along with the corresponding linked Texture folder (inside there is the TRACK_MAIN.dds material file)

Btw, the target programm (3dsmax) i think does use obj import option yes. But i can’t export my whole scene neither to fbx or obj (in both cases i get a crash). Only in dae (but then i get some textures missing like the 3CROSS)

I do use compression in my Blender file, yes. It’s ~ 58 mb (with compression) and without the linked textures of course…

Ok…
The first thing I found…every face in the object is disconnected from the surrounding faces…that’s why you get that strange unwrap…and I can almost bet that the import to your target prog is mapping the whole image to each face…so it’s just a grey color…
In this type of problem using Merge by distance will not work as each face is seen as a different object so there isn’t anything to merge…
Better to use the Weld modifier and apply it…then you can change the UV to a better configuration…You didn’t include the second texture so I can’t map that one to the entrance, but should be a simple job…
Second…in the FBX it doesn’t have the textures applied in the node editor…just a principled and normal mapping node…Not sure what happened there…
Just a question…but do you know if the Game Prog uses a transparent shader on all objects? I ask because the image texture has a roughness map baked into the alpha channel…? I know I use it that way in packed RGBA .DDS files.
And why does the mesh have 4 UV channels? for only a diffuse and Normal Map?

Import this part into your main file and see if it works better for you…
3CROSSASPHALT_openArea-CHANGED.rar (7.8 KB)

Yeap the file worked (it has the texture with it), thanks;)

I am very noob at Blender so all these are a little chinese to me :stuck_out_tongue: This is not 100% my work. I just continued the work of a guy who started working on this project. I pushed my self to learn Blender basics only to finish this home racing track…So i do not know what to answer here (as i told i only know the basics). I guess the guy who started it messed up some things, i do not know…

My first thought was to export all of my project in fbx (this was the best solution as both assetto corsa kn5 editor and 3dsmax use fbx as import). But - and this is my main issue - i get blender crash when i try to do it. I guess there is smth wrong with the textures that crashe the system - or - my scene is enormous to be exported

So i stayed with the dae export (this can work too in 3dsmax)

Want me to pm you my whole project to try to see if you can export all of my project to *.dae (but with all the missing textures activated)? I do not think that they are too many meshes (the ones who miss textures i mean).

Btw is there any way to see in Blender how many of my meshes are missing textures (when i export them to dae)?

Sure that would be fine with me, and if you would, send the texture folder as well as the compressed Blend file, and zip that all together. “Try to get down to the smallest files possible”… and you could send it via the host you used last time…

There are some ways like looking for orphan data…or seeing if it can’t find the texture files forcing Blender to search for them, ( it will list the ones it can’t find )

The rest might be trial and error…
as far as, the Blender Crash, it could have been just running out of memory looking at the way that part you sent… I have seen this problem before, but I still have no idea what 3d program was used to cause this…where each face is actually a separate object when looking in edit mode, ( you can grab a face and it will just go wherever you want and stay there in object mode). It’s like you scattered planes all over and then selected all of them and did a Ctrl + J to join them…and yet they are an airplane fuselage ( where I first encountered this)…