Once I fixed the object, it was very easy importing the 3ds file into Unity. Literally dragged the it into the project pane, then dragged and dropped it into the scene and there it was. Getting the texture on the object was a piece of cake too. Dragged the bitmap into the project pane but the Truck at this point was still un-textured.  Clicking on my Truck object brings up its vital stats in the Inspector window – Stats like Position, rotation and scale. One of the stats is called a shader . A shader is like a material 3ds Max. On importing the Truck Unity knows that the truck has a material and sets it up with a shader with the same name. There is a little box there in the shader which just shows you a thumbnail of the texture applied to the object you are looking at. At this point it was blank, so I just dragged the trucks texture from the project pane into the shader and the truck is now textured.

This might seem like a strange post, but I have tried more than a few game making software titles and normally you have to jump through some sort of hoop to get a textured object into a scene. This was quite intuitive and I didn’t have to read and manual to work this out. Another thing i love about Unity nce your assets are imported you can organize them into any sort of directory structure you like in the project view – your objects won’t loose your textures because you put them into a different directory. Behind the the scenes Unity just sorts all that stuff and maintain the links between assets as you move them around. I don’t take this for granted – this is a very cool feature of Unity.