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File: Bake_diff.png (1.78 MB, 1200x1200)
1.78 MB
1.78 MB PNG
When exporting a model from Blender to Unity, how do you get the materials to carry over?

Right now I have the bake maps (pic related) and when I drag the model into unity it there is no shader option in the inspector.
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Why is your map such a mess?
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>>637190
I don't know I just created it, It's not like I chose how it's laid out.
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>>637191
um, yes you do,
its called UV mapping
look at these clean UVS
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>>637191
What? Of course you choose how it's laid out. There is even a name for that process, it's called unwrapping.
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>>637194
Yeah then I select Smart UV Unwrap and it automatically fills it out. That's what I'm saying. Not like it matters anyways, I'm just trying to figure out how to get the texture map onto the model in Unity.
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>>637195
Um, of course, it matters(shitty UVs can cause a whole bunch of problems), and you have to sew corresponding edges, unfold the UVs so they are evenly spread out.
You should read this
http://wiki.polycount.com/wiki/Texture_Coordinates
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>>637193
How do you get that onto the model after moving it into Unity?
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>>637197
Ok, I'll fix my UVs later, I'm just trying to figure out how it works.
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>>637198
Create a material
import the texture
import model
apply material to model

is this your first time trying to get stuff into an engine?
this is pretty basic shit.
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>>637201
Yes, it is my first time.
I think I just have too many UV's because it gives me an error in unity at the bottom about having to split the mesh into 4 parts due to too many verts and then when I try to add the shader it only gives me the option of applying it to one of the 4 parts.

I also have an armature and an animation set up in blender which imported with the model into Unity. It wasn't until a few minutes ago that I figured out that I had to click the dropdown of the model in the hierarchy to display the mesh which is where I can finally drag the materials. Still, the problem above persists.
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>>637203
I have too many *vertices not UVs

Right now I am creating seperate UV maps for each material, but I don't know if that will help.
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>>637204
vertices are generally related to the polycount, how many polys is the model?
Never had this issue before, sorry for not being able to help.
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File: Belt Buckle.jpg (282 KB, 1904x994)
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282 KB JPG
>>637205
I have 80k vertices in the whole model. In this picture you can see that I was able to add the material to the belt buckle if I just create individual UV maps for each texture.

Also you can see the error message I was talking about at the bottom of the screen.
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>>637208
you probably are going to want to reduce the polycount, mind showing a wireframe screenshot?
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File: Mesh.png (125 KB, 752x730)
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>>637209
Unfortunately, I already applied the subdivision surface modifier so that makes it harder to reduce.
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>>637210
yea, that is way too high poly, you probably want to read up on manual retopology.
http://wiki.polycount.com/wiki/Retopo
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>>637211
Thanks anon, I'll look into it.
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>>637210

Reduce > Unsubdivide

Assuming you didn't change anything after subdivision.
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>>637213
I've done loads of work after
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>>637212
good luck on your project anon
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>>637210
oof that fur/hair looks horrendously bad.
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>>637216
Well that's just like, your opinion man.
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>>637217
no dog, its objective fact.
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>>637218
seconded

>>637210
Even though your model is extremely high poly it still looks extremely low res for some reason
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>>637210
I was pretty damn sure that the 16 bit barrier had been passed. I was right- they did move to 32(allows around 4 billion vertices), you just have to change it. https://docs.unity3d.com/Manual/FBXImporter-Model.html
Check "index format"
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please learn how to do things properly and stop half-assing
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>>637218
Thirded. The model is shitty desu. Don't half-ass it my dude, I guess you're a beginner, but still. The anatomy is way off. What are those tiny stick legs? What is that torso? What is that "fur"? Keep working on it.

>>637241
That's because he didn't apply smoothing.
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>>637210
>hardedge
Nigga smooth those edges. Then select the edges that are meant to be sharp(like on the belt buckle) and make them hard edges.





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