Okay, this will be an issue for you… I get around this by UVW mapping. FBX will do things similar to OBJ, But I prefer OBJ, as that was what I worked out the scaling on. And OBJ is a file type that Daz uses all the time.
What I do, is UVW Unwrap the items and render UV templates… It has taken me a while to learn it myself, and unfortunately, UVW Unwrap wasn’t covered in my diploma. So I learned by Trial and Error as well as youtube tutorials.
Any way… I don’t think anything VRay or Mental Ray and their shaders will come across as both render engines are not supported by Daz. But, your textures you’re using should load up the same when you add textures in daz… But don’t hold me on that as I UVW Map, and I know the UV process works just fine between the two.
Make sure in the MAX OBJ export window that you have the materials section all ticked, that may also cause your issue. Make sure Texture Coordinates is checked.
Most of the time, I load up my textures in Daz, purely because MentalRay shader are not supported. Another tip you MUST know is that every thing will become one, and material zones are created according to what texture you’ve got on the model when exported. That means, that a blue textured box will have its own material zone, A green material box will have its own material zone, and a purple one has its own etc.
Here is my arrow… Notice I have applied a different material to different parts of the model… This tells daz that I have multiple material zones, so that when I go to the surfaces tab, I can apply separate materials to each different area of the arrow.
Try using my settings above…. but make sure you fix the scaling first… You may have had materials un-checked. If the textures are not holding there positions on the items you have created in Max, it may be because you have not UV mapped it… I can explain the ‘simple’ UV mapping if you like, but right now, my concern is the scaling of your scene.
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