Hello again. I don't really know how to use XSI, so I've been modeling with Autodesk Maya 2008 full version. I've encountered a problem when importing a .obj into XSI. My textures won't show up. PLEASE tell me I don't need to re-texture everything in XSI. But if I must...well, I'll be doing this a lot longer than I'd like to be. So, basically I've finished modeling and texturing a few props for my upcoming story, but when they are in XSI, the textures won't show up. Is there any solution?
Thanks for the help in advance.
From Maya to XSI
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sharkmon7
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- AceMastermind
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Re: From Maya to XSI
I'm not familiar with how Maya exports obj files, but i'm assuming it doesn't produce a mtl file along with the obj, but don't worry, your UVs are more than likely still there, XSI just doesn't know what textures are assigned to the model, so you'll probably just have to reassign the textures and you'll be fine.
*This example is assuming you have 1 object uv mapped to a single texture*
Just select your object and go to the "Model" menu on the left and go:
Get>Material>Phong
and click on the first plug icon
then select "Image"
then New>New From File
and browse to your texture and click on it and your texture will show up on the model, switch from Wireframe to Texture Decal to see your object with the texture.
*This example is assuming you have 1 object uv mapped to a single texture*
Just select your object and go to the "Model" menu on the left and go:
Get>Material>Phong
and click on the first plug icon
then select "Image"
then New>New From File
and browse to your texture and click on it and your texture will show up on the model, switch from Wireframe to Texture Decal to see your object with the texture.
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sharkmon7
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Re: From Maya to XSI
Oh yea, a .mtl file is created along with the .obj. What purpose does it serve?
Ok, that makes sense. I'll let you know how it turns out. Thanks again!
Ok, that makes sense. I'll let you know how it turns out. Thanks again!
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FragMe!
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Re: From Maya to XSI
The mtl file is really handy when someone sends you an obj file, or obtain one from a website and you are familiar with
what materials are assign to which set of UV. If you look at an object in XSI in the XSI explorer and look the material heading it will just
list a material number. YOu can cross reference that back to the mtl as it list both the number and texture.
Ace is correct to it does keep the UVs.
On thing to note if one object has multiple UVs (clusters) assigned to different materials you will have to reassign each set of polygons
under the clusters for that object.
I think I have a pic on photobucket if I find it I will post it so you can see where the cluster info resides.
Edit: found it
what materials are assign to which set of UV. If you look at an object in XSI in the XSI explorer and look the material heading it will just
list a material number. YOu can cross reference that back to the mtl as it list both the number and texture.
Ace is correct to it does keep the UVs.
On thing to note if one object has multiple UVs (clusters) assigned to different materials you will have to reassign each set of polygons
under the clusters for that object.
I think I have a pic on photobucket if I find it I will post it so you can see where the cluster info resides.
Edit: found it
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sharkmon7
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Re: From Maya to XSI
Well, it worked today. I'm going to start importing my .msh in ZE now. Thanks for your help again!
Ok, I understand the .mtl a little bit. And correct me if I'm wrong, but are you saying that clusters on an object are more than 1 material on the same object? EX: I have 2 textures applied to one object, so do I need to split the polygon apart and reapply textures to the wanted areas?
Ok, I understand the .mtl a little bit. And correct me if I'm wrong, but are you saying that clusters on an object are more than 1 material on the same object? EX: I have 2 textures applied to one object, so do I need to split the polygon apart and reapply textures to the wanted areas?
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FragMe!
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Re: From Maya to XSI
As you can see in the pic under clusters there are numerous polygons. Each of those polys can theoretically have a different texture/material but to change it or reassign it you just have to select the polygon you want in the list (if you look at the model it will highlight the polygon cluster you have chosen in the case of the picture the window), and this is where I differ a bit from Ace but if you choose Texture under Modify in the Render menu it opend a submenu select Image and a window will pop up as shown in the picture you then just select the new image you want to apply. If it comes up with a message say this operation can't be applied or something like that then click on the word material shown in the polygon cluster then press delete. This removes the material (you will notice the part of the model will turn grey if you are looking at it in texture decal mode. Once you do that choose the texture heading in the GET part of the render menu and apply the image that way. I suggest practicing this on a backup copy of the real modle so you can get the hang of what it does. It may sound a little convoluted but it is quite easy once get the hang of it. I have done a lot of OBJ imports and this is what I have found works best for me at least.
Oh and the direct answer to your question about splitting polygons apart, no you don't need to.
Oh and the direct answer to your question about splitting polygons apart, no you don't need to.
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sharkmon7
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Re: From Maya to XSI
Ok, I getcha. If I run into that, I'll practice what you told me, try it out.
But now I have a new problem:

This photo is my setup BEFORE I export to a .msh. My setup of exporting was-
-Export Selected models (I branch selected the ones in the picture)
-Export Textures (In TARGA format)
-Ignore Warnings
So, I open up ZE after placing the files correctly, I open up the ODF in ZE and the object comes up. BUT, the entire object is black. When I looked at the .TGA of the texture that was exported, it said it was 1kb. I opened it up and it showed me 1 little symbol, as if the texture wasn't there. So, do I have to open up the JPEG of my texture, save it as a .TGA and put it into the folder then, or is there something else that I am doing wrong?
Oh yea, the roof you see in the pictures on the second floor also doesn't show up. It's not there, so there's a gaping hole at the top. I think that's because some of the vertices weren't connected to a few others when I was modeling it into one. I think I need to re-model that part.
EDIT: It works! My first successful object ingame!
Thanks for all your help again!
But now I have a new problem:

This photo is my setup BEFORE I export to a .msh. My setup of exporting was-
-Export Selected models (I branch selected the ones in the picture)
-Export Textures (In TARGA format)
-Ignore Warnings
So, I open up ZE after placing the files correctly, I open up the ODF in ZE and the object comes up. BUT, the entire object is black. When I looked at the .TGA of the texture that was exported, it said it was 1kb. I opened it up and it showed me 1 little symbol, as if the texture wasn't there. So, do I have to open up the JPEG of my texture, save it as a .TGA and put it into the folder then, or is there something else that I am doing wrong?
Oh yea, the roof you see in the pictures on the second floor also doesn't show up. It's not there, so there's a gaping hole at the top. I think that's because some of the vertices weren't connected to a few others when I was modeling it into one. I think I need to re-model that part.
EDIT: It works! My first successful object ingame!
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FragMe!
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Re: From Maya to XSI
Yes, if you pardon the expression, XSI sucks at doing a conversion to TGA. As you found out it doesn't.
It is better therefore to always texture in XSI using TGAs for BF2 at least other games may want something else.
Yes you only need to branch select the dummyroot down, but since you got it in game I guess you figured that one out.
It is better therefore to always texture in XSI using TGAs for BF2 at least other games may want something else.
Yes you only need to branch select the dummyroot down, but since you got it in game I guess you figured that one out.
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sharkmon7
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