Why does material textures get applied on native Unity game objects, but not my imported Blender FBX? - unity3d

I have created a basic standard Unity cube, but also imported a Blender FBX.
I drag and drop a material with a texture, on both the cube and the Blender model.
As you can see, the cube gets the texture, but the Blender model just becomes red, with no texture.
Why doesn't the Blender model adopt the texture? What have I missed?
Ive checked the "Material" settings on both objects, and it seems the same.
Seems like its a fundamental setting I have missed, so only colors and not textures are applied.

The wall is a Blender model, right? You need to unwrap the UV of that model in Blender so Unity knows how to map the texture to the model. There are plenty of tutorials on that topic on Youtube, like https://youtu.be/V6OXSR5Ynyc.

Related

Import model from Blender to Unity with single texture

so I spend hours googling and "trial and error"ing, but I still could not figure this out.
I have (half) a chessboard modeled in Blender. I bake all my materials to a single png with UV mapping. It looks like this:
I export the model as an .fbx and the baked texture as a .png. Both are imported to unity.
My goal is to have a single texture/material for the model.
The problem is, that unity still recognizes all squares etc. as separate objects with their own standard UV. When I map the combined texture to the model it is all messed up.
I can see why this happens, but not how to change the mapping so it picks out the right pixels of the texture. Is there something I can do to fix this?
Here is a picture of the model in unity.
Thanks in advance.
I finally found a work around which works perfect. You can merge objects in Blender. The steps I took:
merge all squares and other objects into one. I used this site as a tutorial
create a new uv map for this combined object
bake the textures to the new uv map
export model as .fbx
export texture as .png
import all to unity
create material from texture
apply material to model
Works perfectly fine for me :D

Dark texture when importing .FBX from Blender to Unity

I'm trying to import an Blender object with texture to Unity.
I did a simple cube with smart UV Projet unwrap, i added a texture and then exported it as .FBX file.
When in Unity, even if the cube has the right material with the right texture, the cube has a dark version of the texture.
Unity cube with dark shadowed texture
Blender cube with bright texture
Here's what i tried:
Flipping my normals in or out in Blender.
Change normals and tangents settings in unity to calculate.
Trying to change pretty much all Model settings in inspector in unity.
Just as a guess, it looks a little bit like you have no light source in your Unity scene. If you want the texture brightness constant without factors like scene lighting you need to change the material to some unlit variant in unity.
Also, check the albedo tint of the material. It seems that sometimes when extracting, it automatically adds a gray tint to it.
MaterialInspectorImage

Keeping textures on a blender file when exporting to Unity

I have a Blender model and it has a lot of objects with a lot of different textures so assigning all the textures in Unity would be a long process, (and I'm not even sure how to assign textures in Unity). All my textures are gone when I put the model in Unity. Is there any way to keep the textures when you put the model into Unity?

Import blender textures on Unity 3D are always black

I have the next simple Blender Texture:
This is a simple png file, imported to blender add added in the Image Texture component (at the left of the first image), with a transparent background.
I exported this texture in two format, the first one in .blend and the second one in .fbx format.
But, when I export this textures to blender (both formats) are a black rectangle and the spheres hasn't any texture, are totally gray.
What I'm doing wrong at the moment to import the textures?
You are supposed to bake the material into texture.
I use Maya so I don't know the steps in Blender. You can google Bake Materials in Blender.When you bake the maps, you will get a Texture that is supported in Unity.
Usually, you create a simple flat plane, attach the material to the plane, position the camera in front of it, then bake it. For what you are doing, you only need the color map. You don't need normal maps and others.
Here are important links to learn that.
https://renderedsmoothie.wordpress.com/2013/09/05/baking-ambient-occlusion/
https://renderedsmoothie.wordpress.com/2013/08/31/how-to-bake-textures-and-materials/
https://www.blender.org/manual/render/workflows/bake.html
https://www.youtube.com/watch?v=Tj-S5QAac3U

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.