Texture issue on fbx model

I have this raw fbx file extracted with the texture files provided but I’m not able to get the textures to work as intended on the 3d model. How can I get the texture and its bump map to come properly on the 3d model?

I’m using Blender 2.79. Here are the three files (the Texture, The Texture bump map, and the 3d model)

Prefab_Drone_Procerato.fbx (631.0 KB)

The diffuse colour image is a bit weird as it’s semi-transparent? What colour is the creature meant to be?

For the Normal map just turn its Color Space to Non-Color, plug it into a Normal Map Node and plug that into something like the Principled Shader.

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Checking the diffuse texture, it’s indeed semi-transparent.

Disabling the alpha channel in the n-panel fix it.

Might be something to do with how it got exported.

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Damn, I knew I would need the knowledge of using the node editor someday. Well, guess I’ll have to pick up some tutorials on that. Thank you John Malcolm and MadewithFeet, you both provided very good solutions.

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I’m sorry to bring this topic back up but I really need steps on how to implement this solution. I really hate the node editor. I tried looking up this tutorial:

Even after watching this, I can’t figure out how to implement the solutions posted above. When I setup the layout and go to the add node option, all the inputs are greyed out. I’m required to do something here that I’m not aware of and I’m not sure what it is.

Also @MadewithFeet, I can’t make out properly what is on the pictures and how you get there.

You need to disable the Alpha channel from your texture.

There’s two way of doing it:
1: by the shader editor (picture from last post)
Open the shader editor, select your model, it should show your material, select the top texture node (Img_Procerato_diff.png)
Open the n-panel (press N, it should open the right menu).
In the item tab, properties, there’s an alpha drop down, there you can chose the type of alpha you have.
Set it to None.

2: by the texture editor:


There’s a drop down in the middle of the panel (1), select your image there.
Open the n-panel (press N, it should open the right menu).
In the item tab, properties, there’s an alpha drop down (2), there you can chose the type of alpha you have.
Set it to None.

I was referring to the node editor’s use for viewing and exporting the 3d model with its normal map active in conjunction with its texture (How to apply Normal maps and changing the alpha was the purpose behind this topic). Anyhow, I followed the exact workflow you guys got up there, with turning the changing the Normal Map’s Color Space to Non-Color, plug it into a Normal Map Node and plug that into something like the Principled Shader. Now I need just need to know how I can save these changes and export the file as an object or any other export.

Also, is there a way to save this node editor workflow so that the same procedure can be applied to other raw untextured models similar to this one?

Ummm… so as mentioned above, I can’t export this file as an object file and reopen it with those settings saved (the UV and the textures). Anyone knows why this is the case?

I’m sure I have set all the object settings correct.

If you mean you wish to import the model, set up a material and textures in Blender’s node editor and then export it as an OBJ, then I’m afraid that won’t work. OBJ doesn’t store textures on its own.

Why export it as an OBJ or FBX at all? If it’s to use in another program, then just set up the materials/textures in that program. If you want to use the model in another Blender scene then you can either copy and paste it, or, append it.

Node setups can be “saved” and re-used, but it’s not worth doing when all you have is a Principled shader with two images plugged into it. But, say you brought in a second dinosaur model. You could assign the same material to it, then click the wee ‘2’ next to the material name to make a unique copy of the material, rename it and then just swap out the diffuse and normal maps.

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Ok, thank you again John. I didn’t realize that it was not possible to store all node editor data on exporting an object.

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