when export Obj with texture in a zip, and import into maya
it works fine for particular settings at 4.2.224, after after upgrade to 4.2.242 and all the latest 5.x version, shader assignment is lost (and no texture linked)
i checked the MTL. the line
4.2.242 "newmtl Material4465"
4.2.242 "newmtl FABRIC 1_FRONT_4616"
i lost all material assignment for later versions for my workflow, and upgrade makes it totally unworkable.
secondly, even at 4.2.242, if the obj file name has space, it also cause missing shader assignment, hope u fix this as well.
P.S. even more issue with FBX to maya, e.g. the trims lost shder and texture and color tint in all clo versions, while obj of 4.2.224 can retain some of it.
Hi qhuman. I came across a similar issue recently. It will require you to manually load the maps in Maya.
Let's see what CLO official response is to this, or probably send it to firstname.lastname@example.org and then share the reply to benefit the community.
"It will require you to manually load the maps in Maya." -> in case of multi-material assignment on a weld mesh, manual assignment is not practical at all...
Hey ottoline. I'm curious of what would be your approach in this case?
Thanks Ottoline. I believe the original question included other textures maps too (roughness and normal). Those are not referenced in the MTL file, which will leave you with the only option to re-plug them manually in whichever software you open the OBJ.
How would you deal with that?
hi this is still not solved in latest version. making my workflow completely unusable
I get asked this many time over the years, and the answer is simple. Use base colors for materials shader in your 3D model. Yes - it's that simple. Any fabric can have a unique color RGB value assigned (set up your color palette for this task), as can a pattern piece. And when you come to export you can pick up that in your export (MTL) with a matching shader color palette RGB value to process by known ID > as it now has a separate value that will be recognized in your next workflow from the MTL file. You can then simply pick up that ID for the vertex group, auto-assign whatever you want (eg: name prefix or suffix) and plonk it into your next texture workflow. Possible with .obj and .fbx exports.
Note : when you export a project you get the option to export with these base fabric color values (modo). Hence you can think of the Fabric shader base color as a way to define your mesh vertex groups within your UV, and mesh pattern groupings. You can even strip out the piping trim this way.
For example when I send a garment on export > I send it with all patterns allocated unique color codes (base colors) and pattern names, these then get picked up automatically in my next workflow and I can assign a texture ID map to the materials - basically fully automating the texture workflow (no humans). Which is handy when you have to create 70,000 photoreal images for a webside front end clothing configurator. Been possible for 7 years.
Hope that points you in the right direction.
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