
This simple workflow provides a way to import splatmaps created within World Machine into Unity. You can create multiple layers of terrain textures and paint each one onto the terrain. Unity has built-in support for texture weight or 'splat' maps. There is also Alembic which is another format that tries to solve this cross application data problem as well. Texture (Splatmap) Export from World Machine To Unity. Typically you'll be using OBJ for object data, and fbx for everything else and object data. FBX is used for more complex scenes, which include object data, uv coordinates, materials, cameras, animation, skeletons, keyframe data etc. OBJ is often for raw polygon data, some simple materials and uv coordinates. OBJ and FBX are both fine to use but they tend to have different uses. It had many versions and not every application would read or write FBX but they could often write OBJ. FBX took sometime to get where it is today.

So FBX is technically far superior than OBJ. It just ended up being a nice standard format to get object data in and out of programs and it's far from a perfect format or a modern one.įBX came along to try to solve the problem of not having a way to exchange data between 3d applications and it tried to solve not just object data, but material, animation, camera and all kinds of 3d scene data. Every program had its own format, including obj btw. Over time it ended up becoming standard to use it to transform object data between applications because there werent any good open sourced file formats for transfering data between programs. It's actually the wavefront object format. Obj is an old format from the alias wavefront days.
