I've imported my assets into the unity editor and extracted all of their textures, some of my models were imported without their full texture, specific parts were grayed out as though i didn't color them.
I would like to know how to import the full texture.
Important to mention I did not create these models, just colored them.
Here is a link to images of the model and the model itself if you want to try and solve it.
in Unity click on the model and expand it to see its contents. then select your materials and hit right click then click extract. select a folder to extract the materials to. once you have done this, you can edit the materials individually. Unity does its best to figure out the material of the import, but its not always accurate. now that you have your materials extracted you can import any textures your using and assign them them to the proper material. this should get your model properly rendered.
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I downloaded the 3d character model. But, the model is not applied textures. Is there a way to apply textures to models in Unity?
Or do I have to create a material myself and attach a texture to it?
I tried this method, but it was difficult when there were multiple textures. Any help would be appreciated.
When you import a 3D model into Unity, it will automatically create a material for the model and apply the textures to it.
If you are having trouble with the textures not being applied to the model, there are a few things you can try to fix the issue:
First make sure that the textures are in the same folder as the 3D model. Unity will automatically look for textures in the same folder as the model, so if the textures are in a different one, they will not be applied.
Also check the texture import settings. When you import a texture into Unity, it will automatically assign certain import settings to the texture. These settings can affect how the texture is applied to the model, so it is important to make sure they are set correctly. To do this, select the texture in the Assets window and then go to the Inspector window. In the Inspector window, you will see the texture import settings, which you can adjust as needed.
Yes, most definitely can you apply textures to models in Unity.
As you have guessed correctly, textures are applied via a Material. If you import a model, by default there will be a standard Material assigned to it. However, you can also create one yourself and assign it to the Material list of the MeshRenderer component.
Depending on the shader you choose for your Material, there will be different shader properties, including the ones for textures. Usually, there is a Albedo property which can be used to set a texture. In the editor, you can simply drag and drop your texture on to it. If you want to apply a texture at runtime, you can set the texture with yourMaterial.SetTexture(shaderTexturePropertyName e.g. _MainTex).
does the model come with the textures? If you are trying to use your own textures, it might now work because it's not properly "UV Mapped". Or it might work but it will look messy.
If the textures came with the model, then you can just drag and drop the textures into a new material then assign it to the proper mesh.
I can help you better if you can elaborate more on how you are importing your models.
You can apply mew material with variable color,
if the downloaded model is already mapped you can make your own texture map with any image editing software, though it is hard to tell whats going where, you can start with using a checkerboard to test it out.
if its not uv mapped, you need softwares that can do it, unity does not have the ability to create uvmap. 3d software like maya,blender,c4d,3dmax has the ability to create uv map, there are also specific softwares that are just for uv ,here or texturing like substance painter
I apologize for the English, because I am writing through a translator. When importing a model using the sketchfab plugin, all content is imported as separate objects, and it will take a very long time to arrange them manually. If I import with the merge meshes checkbox, then when baking the light, I get a warning UV are overlapping by 100.0%. Please adjust content - Enable Error Coloring to visualize and the light is baked with countless artifacts. I would like to know if it is possible to import all objects at once into the scene?
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
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.
I started to work with 123D Catch and Blender a while ago. I made some photos and created 3D object in 123D Catch. Next step is to put it into Unity.
But before it I need to correct some details (some edges have inappropriate shape, colour is missed in some places etc).
I tried to import this 3D object into blender but I couldn't upload texture automatically (I watched some tutorials about mapping, but exaples are easy and my object has complicated construction).
Can anyone reccomend me a software where I can correct basic stuff like egdes, shape or colour easly?
Thank you a lot.
When downloading the models the textures are included as 1 or more
image files.
you can edit them in any image manipulation software (e.g. Gimp or Photoshop)
When opening the model in blender
make shure that you use file>import>obj
and turn on textured mode :
Mapping is not neccesary as the UVs are contained in the model alredy.
After editing the shape you can
export the model via file>export>obj or just drag the .blend file into your assets and let Unity convert it automtically.
Before you use your model in unity you should consider reducing its geometry/detail as the generated models can be very high poly.
For that purpose, I can recommend "Meshlab"
Further reading: http://www.shapeways.com/tutorials/polygon_reduction_with_meshlab