Generate colliders in Unity Import - unity3d

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.

Related

Exporting Blender model in unity project

So I make some basic map in blender and I want to export it in unity project where I can play on it.
but it looks bad really bad, soo how to fix this?
sorry for low quality images.
Make sure your normals are orientated correctly in blender. Unity culls all faces that point away from the camera.
You can do this in blender by using the "Recalculate normals" tool. To make sure all your faces are pointing outward, you can enable visualizations in blender like this:
If you find any of these indicators pointing the wrong way, select this face and use the "Flip Normals" tool to flip any remaining inverted faces.

Blender 2.8 model materials appear semi transparent when imported to unity

I'm using Blender 2.8 and when a model exported as FBX and imported to unity materials appear semi transparent (even blender default material). When material is selected in unity it shows render mode as transparent and can't edit it.Please help.
Model in unity
Blender material in unity
I'm having the same issue. The work-around that I'm using is clicking on the imported fbx in the project tab in Unity, going to the Materials tab in the Inspector, then "Extract Materials...". The extracted materials can then be edited and will auto-apply to the game object. Hope someone knows a better solution though.
UPDATE:
It appears blender has fixed this issue: https://developer.blender.org/T59850
there is an issue on for blender on this: https://developer.blender.org/T59850
also there is this SO question https://stackoverflow.com/a/54462858/2139679

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.

3DS Max to Unity 4 workflow with Turbosmooth and Skinmodifier

I am trying to import a fbx (2013) with bone-animations, turbosmooth and skinmodifier to Unity 4. Everything is working except the turbosmooth. In the fbx export settings the checkbox "turbosmooth" is checked. I couldn't find any settings to solve this problem. Is there any workaround?
Thanks!
I struggled with this myself. You actually want to uncheck "turbosmooth" in the FBX export dialog in 3ds max. This makes the exporter convert the turbosmooth modifier on all objects to higher-polygon count model that will work in unity. If you leave "turbosmooth" checked, it assumes the tool you want to import the FBX into supports turbosmooth, which Unity 4 does not.
Edit: Correction to my original post above.
For Skin model, if you have stack Turbosmooth->Skin->Editable Poly, the above won't work.
I had to remove turbosmooth modifier from top of stack, and add it back before the Skin modifier:
Skin->Turbosmooth->Editable poly
This didn't seem to affect my skinning as it was all enveloped based. I don't know what would happened if your skin had vertex overrides.
For Skin-wrapped model, it seems to work ok if stack is
turbosmooth->skin wrap->editable poly
But skin wrapped models show up as Mesh Renderers in unity which don't animate to bones.