Issue with importing Blender (v3.3) .fbx files to Unity (v.2017.2) - Imported .fbx object has multiple children - unity3d

First of, let me say that the upcoming issue is not present in Unity version 2019 and above.
I am having trouble importing my fbx file from Blender to Unity. The issue is, as shown in the images, that the file has no mesh renderer and materials, and it has multiple children each with a submesh of the total object and with mesh renderers.
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In Blender I have been sure to export the file without materials, applied modifiers, and even joined all meshes into one. As you can see in the image below the object in question is the spaceship.
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I might be overlooking something basic since I am a noob at Blender, but it's still weird since with the same settings it works fine in newer Unity versions.
Thank you in advance!

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Blender Models appear discolored in Unity

When I import my Model from Blender to Unity the model appears discolored. For example the torso of the character model is red in Blender in Unity however it appears to be orange.
I tried importing the Model with and without the texture packed into the FBX file, importing the texture file seperatly. However nothing seemed to work.
I found a solution. By scaling the texture up by 8 times (8x8 --> 64x64 px) and not using infinitly small UV points it works.

Textures on material import into Unity3D as empty materials

i'm currently doing a project as a hobby using Blender3D and Unity3D. I build an object in Blender that had 2 materials and textures with a Neon effect (Specifically with Emission Shader) but as soon as i import that object in Unity, i lose completely the textures and the object turns out blank. This did not happen with simple textures in Principled BSDF shading in Blender. How come are the Emission textures not importing and how can i solve this? Thanks.
It's a very common situation of mis-matching the meta data, when you import fbx from other software. It's not a blender specific issue, it happens on Maya and Cinema4D sometimes.
And the shaders won't be exactly same between softwares, and we should work on a very clean way. (please don't be lazy for below workflows, if you want to have a proper solution)
The best workflow I worked on 3D and unity for the import part:
export fbx without embedding texture
import to unity, and extract all materials to a new folder "Materials"
copy all used texture to unity, with a new folder "Textures"
remapping all textures, diffuse, normals, emission..etc to the materials manually.

Exporting avatars from Daz3D, fbx to Unity material conflict

I am having an issue in exporting models from Daz3D to Unity.
When I export as fbx from Daz3D then import to Unity some of the items have the wrong textures.
I figured out that the issue is if you have 2 items in Daz3D with the same name for a surface in Unity these get imported into the Assests/Materials directories, but if 2 surfaces have the same name Unity overwrites the file when it imports. (I assume it overwrites on import, could also be Daz overwriting on export I guess, but less likely).
Any idea of a workaround?
I also tried using the Unity Bridge in Daz3D, and its seems to work correctly, and creates _1 files names on conflicts. But with Unity Bridge the files sizes are too big and crashes some consoles/phones. Also does not work easily with older Unity versions (2018).
So I figured out a workaround at least. I export the clothing that conflicts as a seperate fbx, then drag/drop the material in Unity into the avatars clothing item in the scene. This overwrites the wrong material it was getting.
If anyone know how to reduce the fbx size for the Unity Bridge please reply, it exports about 2x the normal fbx export size.

Importing an .dae into Unity from blender with referenced textures

The issue that I'm running into revolves around 3 programs: 3DCoat, Blender, and Unity.
With 3DCoat, I export textured .obj files with their corresponding .png texture sets (textures designed for Unity). Within blender, I'll import the .obj file to convert it into a .dae file while adding additional data without altering the geometry of the object (adding points of articulation, centering, etc.). From there, I'll take the .dae and import it into Unity.
The issue comes about with the textures. From 3DCoat to blender, the .obj files reference 3 textures: the normal, the height, and the albedo. When the files are being converted to their .dae forms, some of them retain the information of referencing all 3 textures, some only reference the albedo, and a select few reference none at all. Within Blender 2.79b, I've no way of looking to see if the normal maps or height maps are being referenced unless if I export the .dae file into a completely empty folder in which the referenced textures will have a copy created in there alongside the .dae. The issue, from what I can tell, either comes from 3DCoat not referencing the textures all the time, or from blender removing references.
The reason that I'm trying to reference as opposed to just using the Materials system within Unity is by direction of higher-up co-workers of mine. That, and supposedly it saves some space within the installer.
Essentially, is there any way to fix the issue within blender, or consistently guarantee that an exported .dae will have the referenced textures?

Texture from Blender doesn't appear in Unity 3D

I've searched endlessly for an answer to this question. However, I have created a model in Blender and export it as a .FBX directly into Unity. But the textures I have applied in Blender do not render in Unity (Even in the preview screen). I have UV Unwrapped the model, and created a custom texture pattern to suit. I've inserted the textures into Unity, however this just loads them how Unity feels, not how I'd like it to look.
I've attempted to add it as a .blend file, but Blender crashes, and it fails to convert to an .fbx file in Unity. The model is of a wall, with 3 doorways, and 3 doors. The wall has its own texture, and the doors all have the same texture. (I'd upload images but haven't earnt enough rep).
Is there a simple solution? Or am I over looking the whole process and missing something important out?
after you UV unwrapped your model you save the uv in a file in blender you should apply that file as a texture to your model in unity and you will be done,tell me if you have already done that. Here are useful tutorials.
I had better luck exporting it as a wavefront object. Under transform select Path Mode: Copy and you should get your materials.