SteamVR

SteamVR

SteamVR Workshop
Customize your SteamVR experience by finding new backgrounds, 3D environments, controllers and base station models.
Learn More
Can't figure out how to bring the textures over with a model
I'm trying to port this NASA model into a SteamVR environment: https://solarsystem.nasa.gov/resources/2378/international-space-station-3d-model/

It's a .glb file. I'm able to open it up it Blender and export it as an .fbx file, but the textures don't come along with it. From my understanding a folder should be generated with all the UV maps in it, but that doesn't happen. I tried exporting it with Path Mode set to "Copy", but it still didn't work.

What am I doing wrong? I'm very new to Hammer and Blender, so my apologies if this is something that everyone but me knows how to do. I've looked it up many times but haven't found anything that's worked.
< >
Showing 1-5 of 5 comments
Rectus 13 26 Feb, 2020 @ 4:47pm 
I don't think Blender supports automatically exporting textures along with FBX. If Blender is able to display the textures, it should be possible to save them manually from the image viewer. You would then have to copy the files over and create a new material in the SteamVR tools.

Model importing could stand to be improved a lot in the Source 2 tools. Valve seems to have mainly set it up to work well with files exported from Maya, and pretty much everything else has a lot of obscure restrictions.
The_8_Bit_Zombie 28 Feb, 2020 @ 2:01pm 
Originally posted by Rectus:
I don't think Blender supports automatically exporting textures along with FBX. If Blender is able to display the textures, it should be possible to save them manually from the image viewer. You would then have to copy the files over and create a new material in the SteamVR tools.

Model importing could stand to be improved a lot in the Source 2 tools. Valve seems to have mainly set it up to work well with files exported from Maya, and pretty much everything else has a lot of obscure restrictions.

Thanks for the info.

So I should be able to save the UV maps / textures from the image viewer right? What I am confused about is the ISS model has a lot of complicated texturing, so I have to apply a UV map to it and not a single texture.
Rectus 13 28 Feb, 2020 @ 2:44pm 
You would need to create a separate material for each of the UV texture maps. Note that the only things that gets exported with the mesh are the names of the Blender materials applied to each face, so you'll have to make sure the names of the Source 2 materials match the ones of the Blender materials instead of the texture names. Then look up which textures belong to what material and add them to it in the Source 2 Material Editor.

This very old tutorial is out of date, but has pictures of which names need to match up:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=890780029
The_8_Bit_Zombie 28 Feb, 2020 @ 7:22pm 
Originally posted by Rectus:
You would need to create a separate material for each of the UV texture maps. Note that the only things that gets exported with the mesh are the names of the Blender materials applied to each face, so you'll have to make sure the names of the Source 2 materials match the ones of the Blender materials instead of the texture names. Then look up which textures belong to what material and add them to it in the Source 2 Material Editor.

This very old tutorial is out of date, but has pictures of which names need to match up:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=890780029

Thanks for the link! I gave the tutorial a try with a test model (only one object and material) and it worked :D

I'm still having a few issues with the ISS unfortunately. It's comprised of ~130 objects, all of which have at least two materials. There are more materials than there are UV maps, which is confusing me because it seems like Hammer wants an image for every material. A lot of the objects also share materials with other objects, which is confusing me even more. Is there something I'm missing?
Last edited by The_8_Bit_Zombie; 28 Feb, 2020 @ 7:22pm
Rectus 13 29 Feb, 2020 @ 1:56am 
There is no problem with objects sharing the same material.

If you click the left buttton below a texture file name box in the material editor, it will let you pick a flat color or value istead of a texture.

That model uses a metal-roughness PBR setup for the materials, so to get similar settings in Source 2, you'll have to look at the Metallic and Roughness values set in Blender, and then use the Metallic value for both Reflectivity and Metalness, and the inverse of Roughness for Glossiness.
< >
Showing 1-5 of 5 comments
Per page: 1530 50