I'm having issues importing this files in Unity https://drive.google.com/drive/folders/1bspUVIs8QH9KYdgHFIelHQTSINse78FZ
When open them in Unity, I see a cube instead of the petals of the flower (both if I import it as a .blend or .fbx)
Do you now why does it happens?
Thanks
The problem is that it's a procedural model and not a "normal" Mesh. If I export as .fbx from blender and then import again, there's also just a cube. You'll have to somehow convert the procedural mesh into a static one.
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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.
I imported Google Map terrain into the Sketchup, according to the video tutorial.
How can I import this terrain from Sketchup to Unity3D?
Export your model as .fbx file, then just paste it to unity.
Remember to apply rot loc scale (i'm more blender oriented, but i belive works same in sketchup) to avoid any weird behaviours of the model, after imported to unity
I am using a .blend file that I import in Unity, which contains a few animations. Unity does not seem to be able to import the textures of the model though. I have noticed that if i import an fbx for a single animation along with an fbm folder containing the textures(same name as the fbx), it does actually locate the textures, but that doesn't work with the .blend file.
I have used Blender's File->External Data->Pack All Into Files, to extract the textures folder, which I then import into Unity. And as I said, Unity does not recognize the folder if I drag/drop the whole blend file.
Is there a way to have Unity auto load the textures of the blend file, the same way it does for an fbx ? Am i maybe doing something wrong ? Thanks !
I created a model in blender and exported as fbx and then added the fbx file to unity. On generating colliders, unity distorted the model mesh so badly, that the collider wont fit.
Can someone help me or tell me what I am doing wrong. Is there a blender setting that I need to check before exporting?
Check your export FBX export settings in blender. I've had the best luck with setting the scale according to what I used in Blender, using "selected objects" while selecting the objects I care about, and selecting the experimental "Apply modifiers" checkbox if I'm using any. Those have ended in the most correct results for me.
I am trying to export a model from Maya with animation but when I import into unity I am getting the model but the texture is not there. From the internet I found that while importing the model I need to enable media that also does not work for me.
For Maya, you can check EmbeddMedia checkbox when you export FBX. In this case all models and textures will be automatically imported to the Unity. But the FBX file will weight more size.(ref)
OR
As Nika Said,
First Add your texture into unity
then add Your fbx