MTL not loading for OBJ

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  02 February 2018
MTL not loading for OBJ

I'm trying to open an obj with an mtl but it just won't load the textures. I checked all the usual suggestions and the files are in the same directory and I don't see any syntax errors. Anyone know whats wrong?mtl file https://pastebin.com/pgrp3zzCpart of obj file https://pastebin.com/RzrsXrfU
 
  02 February 2018
The .mtl file is pretty much useless. Maya doesn't load them or read them, and almost no other software does either. Ignore it. It's not a texture file anyway, it's just a descriptor file telling the software WHERE the actual texture files may or may not be, and some basic numbers about its color and specularity.

From the Wiki on "Material Template Library":
Quote: Material template libraryMTL material formatFilename extensionDevelopedbyType of formatThe Material Template Library format (MTL) or .MTL File Format is a companion file format to .OBJ, also defined by Wavefront Technologies, that describes surface shading (material) properties of objects within
one or more .OBJ files. A .OBJ file references one or more .MTL files
(called "material libraries"), and from there, references one or more
material descriptions by name. .MTL files are ASCII text that define the light reflecting properties of a surface for the purposes of computer rendering, and according to the Phong reflection model. The standard has widespread support among different computer software
packages, making it a useful format for interchange of materials.
The MTL format, although still widely used, is outdated and does not fully support later technologies such as specular maps and parallax maps.


All that matters is that your .obj file has its UV-maps intact. Since the .mtl file is a Phong anyway, just create a new Phong and begin assigning your texture maps the normal way.
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  02 February 2018
Originally Posted by InfernalDarkness: The .mtl file is pretty much useless. Maya doesn't load them or read them, and almost no other software does either. Ignore it. It's not a texture file anyway, it's just a descriptor file telling the software WHERE the actual texture files may or may not be, and some basic numbers about its color and specularity.

From the Wiki on "Material Template Library":


All that matters is that your .obj file has its UV-maps intact. Since the .mtl file is a Phong anyway, just create a new Phong and begin assigning your texture maps the normal way.

Alright so even if the obj imports into maya as a single mesh simply assigning all the head and body textures to this mesh will have them be applied to their respective positions properly? I assumed one of the functions of the mtl was to specify the position of the texture and this model appears to be one mesh.
 
  02 February 2018
That really depends, but generally you want one (or more) model per texture map, not multiple maps set to map to the polygon faces. For a character, that would mean the skin/body has one object and one texture set, the clothes have one object per texture, etc.

In an arch/viz scene, I import the .obj with objects set to their Layers in Rhino, so that "Cabinetry" and "Countertop" and "Floor" and "Walls" are all separate objects.

Where are you getting your .obj from?
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