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1

fbx with imbedded png wont show texture in aero

Community Beginner ,
Oct 17, 2022 Oct 17, 2022

Working on a model in Maya and using a png texture to color it. When I export as FBX and make sure the embed media box is checked, it still wont show up in Aero.  I also tried the texture as a TIFF. 

I also tried zipping obj, png, and mtl - same problem. Is there something I am missing?

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Adobe Employee ,
Oct 18, 2022 Oct 18, 2022

Hi Claire, does the model have animation? If not, can you try an .obj export to check the texture? I'm also happy to take a closer look at your asset. Let me know via PM. Thanks

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New Here ,
Jan 30, 2023 Jan 30, 2023

Hi! I'm having the same exact issue - my file is an FBX with animation and one of the textures won't come through although they're embedded. Pls help! I have a project that's due in 2 days! 

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Adobe Employee ,
Jan 31, 2023 Jan 31, 2023

Hi, @lenora5C1E what #D program are you creating the model? Have you tried exporting as gltf instead of FBX. Would you like to PM the model to me? Thanks

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New Here ,
Oct 09, 2023 Oct 09, 2023

Hi Mark,

I'm having similar issue. I tried both fbx and obj (with no animation). Aero shows part of the models in yellow and texture is missing.

Can you please help.

Thanks,

 

Screenshot 2023-10-09 070325.png

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New Here ,
Feb 29, 2024 Feb 29, 2024

Any solution to this problem as yet. Having the same issue exporting from 3DSMax and Maya. The FBX and OBJ files are exported with textures but Aero can't seem to be able to map them to the model. Will this possibly be fixed when the software leaves the Beta Stage? Thanks.

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New Here ,
Aug 21, 2024 Aug 21, 2024

Hi, something that worked for me - I changed the martial to a "simple" martial - for me it was in Maya to Lambert.

and you can also make sure that the mesh normals are not flipped, and that the uv map has the right uv set

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New Here ,
Aug 21, 2024 Aug 21, 2024
LATEST

Hi, something that worked for me - I changed the martial to a "simple" martial - for me it was in Maya to Lambert.

and you can also make sure that the mesh normals are not flipped, and that the uv map has the right uv set

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