Game Development Stack Exchange is a question and answer site for professional and independent game developers. Join them; it only takes a minute:

Sign up
Here's how it works:
  1. Anybody can ask a question
  2. Anybody can answer
  3. The best answers are voted up and rise to the top

Is it possible to make a texture maps for XNA .fbx models? Just one texture file for the whole model.

share|improve this question

closed as not a real question by bummzack, ClassicThunder, Byte56, Anko, Josh Petrie Apr 18 '13 at 4:59

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.If this question can be reworded to fit the rules in the help center, please edit the question.

You really only want to know if it's possible? You don't think you'll have any follow up questions with that? – Byte56 Apr 17 '13 at 17:29


Formats vary greatly, although the content pipeline can handle a lot of situations. Here are some stumbling blocks:

  • Modeling software will segregate textures by material, or mesh, ect. To unify them, you'll need to merge those somehow to use a single texture (while using the default Model class)
  • 3DSMax will not package textures into the model by default. It will save references. You'll need separate texture files available for loading from the content project.
  • Model references will usually contain absolute path information. This confuses the importer when it copies content into the project's content folder, let alone from one developer's computer to another.
  • Having path information at all is unnecessary. XNA will chain-load texture and shader assets simply by referencing their file names in material/texture nodes of the model.
  • These textures are loaded directly into the properties of the built-in Model class. They do not need their own Texture objects. The texture properties can be reassigned to other loaded assets at run-time.

It is good to remember that the default Model class was an imperfect solution to a very difficult problem. Almost any deviation from the most basic usage requires a lot of infrastructure and cumbersome work. It's probably still worth it to do, rather than trying to make other workflow pieces fit into that class. Shawn Hargreaves (XNA lead) posted a long summary of all the considerations that went into designing it, and all the reason why you might not like it.

share|improve this answer

Yes, you can make textures for .fbx files. Probably the easiest is to export a texture from whatever app you are using. For example here is a Blender example:

share|improve this answer

Not the answer you're looking for? Browse other questions tagged or ask your own question.