Tutorials Unity Vectorworks

.FBX vs .OBJ – Vectorworks Export to Unity

Unity will accept several file types for imported 3D models, but which one is the best, specifically when exported from Vectorworks? I take a closer look at the .fbx and .obj types, doing several rounds of test exports from Vectorworks and importing each into Unity.

Below is a list of how these two files types compared on various issues. In the end, .obj (with some modifications to the model before export) seemed to be the winning approach.

An ideal and optimized import has a low poly count, embedded materials, and one material slot per object in the Unity inspector.


An .fbx file imports into Unity without needing to be rotated. Meanwhile, .obj models import on their side, requiring you to rotate -90 on the X axis. It’s an extra step, but certainly not a dealbreaker.



The scale of your model in Vectorworks doesn’t matter! It will import into Unity at the same size. So for example, a 1:1 model and a 1:1200 model exported as .fbx will both be the same size when imported into Unity.

The same is true for .obj. No matter what scale the .obj model is at export, it will be the same size once in Unity.

However, the confusing thing is that .obj models in general (regardless of scale) import into Unity 100x times larger than an .fbx model. And a model this large can cause issues in Unity with lighting, cameras, canvas etc. To solve the huge .obj problem, simply scale your .obj model objects down to .001, .001, .001.



When you import .fbx into Unity it preserves each individual object as it was in Vectorworks, so a group of objects will preserve their individual child objects.

Whereas an .obj export treats several Vectorworks objects as one combined mesh. With an .obj you can’t turn individual parts of the mesh on and off in Unity. The entire mesh is one object.

This isn’t the end of the world. It simply requires a little thought before exporting. If you want to be able to control aspects of the model separately in Unity, be sure to export them as separate .obj files.


Scenic Mentor 3 Icon Normals

In the context of this experiment, think of normals as the plane(s) of an object that get rendered in Unity. Let’s say you export a ceiling object (an extruded rectangle) for import into Unity. If the normals are not in the correct alignment, your ceiling will appear to be transparent. Zooming out to view the ceiling from above however will likely reveal that your material is in fact rendering, but only when viewed from one side.

Unfortunately, there have been several occasions when I’ve exported an .fbx model in Vectorworks and have had issues with misaligned normals in Unity.

If you must use .fbx, consider stopping over into Cinema 4D on the way. Here you can apply Display Tags to disable Backface Culling and manually reverse/align normals as needed to get your model ready to import into Unity (go to main nav > Mesh> Normals).

Luckily, exporting from Vectorworks as an .obj does not seem to cause any issues with normals, so YAY!


Scenic Mentor 5 IconMaterials

Materials import embedded with an .fbx file, no worries there.

However, for .obj the materials do not import embedded, so we need to manually link them in the Inspector using External Materials (Legacy):

Another SNAFU with .obj exports is that Vectorworks exports any image texture files super low resolution. To solve this, you can export as CINEMA 4D with ‘Materials and Texture Tags” checked to obtain a tex folder containing your full resolution texture image files. After importing your .obj models, you’ll have to manually replace the low res .obj textures in your Unity Assets folder.

Also, be sure the ‘Apply Double Side Faces’ box is unchecked when exporting .obj from Vectorworks to avoid any texture flickering in Unity.


Scenic Mentor 6 IconMore Experiments

Using a Vectorworks standard hotel chair model (below), I performed a few experiments modifying the object pre-export in Vectorworks. The goal was to see if there was a way I could prep a model before exporting to ensure ideal performance in Unity.

Here are the results

Generic Solid .fbx
It imported as 5 separate objects, three for metal, and two for chair cushions. 22 batches, 9k tris, 20.6 verts (way too high).

Polygon .obj
It imported with a crap ton of materials fields but only 2 batches, 1.7k tris, 5k verts. In general, .obj wins for low poly count.

Nurbs .obj
It imported with 7 material fields for the metal and 8 for fabric. Still only 2 batches, 1.7k tris, 5k verts.

Generic Solids .obj
Converted the chair symbol into a group first.  Then separated out into two material-based groups, one for metal and one for the cushions. Finally, converted the entire material group into a generic solid. It imported with two materials fields for the cushion .obj and two strangely divided material fields for the chair metal .obj object. Same batch & tri/vert count.

Converted Mesh Generic Solid .obj
Converting it to mesh and then converting to a generic solid ensured that the object would import with only one material field, same batch & tri/vert count.


So there you have it! My vote goes to .obj after having converted it to mesh & generic solid.
Want to learn exactly how to implement this workflow? Check out these video tutorials describing the winning .obj export process in detail as well as a part two video on importing .obj into Unity. Happy exporting!
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