Importing an .dae into Unity from blender with referenced textures - unity3d

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?

Related

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

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.
img 4
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!

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.

How to export fbx with textures from Unity?

I have downloaded a Unity asset which included lots of 3d models with textures/materials etc.
I wanted to share one of those objects with an artist, so that they can create a new model on top of that model, so I exported the fbx from Unity using one of the Unity fbx exporter assets.
However, the model was exported without any textures and so it looked pretty much white as a whole. Therefore, the artist cannot really work on a model that includes textures and also send me back the finished work with those textures.
I am wondering, is there a way to actually export everything with the fbx
from Unity ? Thanks !
Assign your material in the source package, make sure there is a baked texture in the diffuse slot
Assign your other baked textures to the spec, normal and others
Check embed textures at export
Check 'import materials: by material name' is selected for your imported model (in the inspector)
Where possible use a portable file format like FBX and follow these guidelines.
http://forum.unity3d.com/threads/material-texture-faq.244786/ http://unity3d.com/support/documentation/Manual/HOWTO-exportFBX.html

Importing blender textured objects into unity

I am able to get this particular textured model from a 360 camera in blender. Blender Image
However, how do i get this .obj model into unity? I am only able to get the shaded version of it, not the textured version. Unity Image
When you export the .obj you should have a .mtl which contains the material data and texture mapping. Make sure when importing into unity (and exporting from blender) the file is generated and read.
Check your blender material properties and the individual texture properties. you should try to combine all materials into a single material so that its easier to reconfigure the textures in unity.
Once imported into unity, check the material settings and check if you need to reference the texture files again, most often when importing exporting .obj, the texture path gets lost so you must re-reference it in the target software. Sometimes it is also necessary to re-assign the materials themselves.
Also check your rendering options in unity, you may just be seeing it untextured in the unity viewport. (on the top left corner it says shaded, try changing it to textured or some other option)
You may as well try to use other mutually supported file types, like .3DS which do not use a separate material file, or check for blender add-ons that can export with all necessary settings for Unity.
Finally, your model is way too complex, it is raw data from a 3D scanner or ripper, I suggest you remake it so that you have manual control over each face and texture. (or at least for practice of doing the export-import operation).
More details like pictures of your material settings of both blender and unity would help in assisting you further.

apply texture on OBJ files automatically in batchmode

I have created a C# script to create unity3D asset bundles automatically via batch mode. When I import FBX files and export them as asset bundles, on instantiation in the app at runtime the textures of FBX files are applied automatically; if while exporting, textures are in same folder and if the texture filename is not changed. But OBJ files never take the textures automatically. OBJ files are exported and also instantiated at runtime in the app but without textures, with the same batch mode script that I use for FBX.
It is important for my project that textures are automatically applied on OBJ files also. How do I do it?
I am using Unity 4.5.0 on a mac.
Thanks!
Found the solution! Two files are generated when object file is exported from 3D modelling software, one is the .OBJ and other is .MTL. The latter contains texture map information of that particular object file.
If .MTL file is imported along with the .OBJ and textures in the unity project, while exporting asset bundle, unity takes all the textures automatically. When this asset is rendered in the app, all the textures are applied automatically now.