Import blender textures on Unity 3D are always black - unity3d

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

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

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

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.

Photoshop 3D export for Unity

I used PS's "New 3D Extrusion from Selected Layer" to make a 3D circle. The circle came out as expected.
I tried to export it, and then import it into Unity but Unity doesn't seem to pickup the texture.
Can any of the formats work with Unity? I tried both Collada and Wavefront and Textures is checked.
I'm using Photoshop CC 2017
I don't see the 'Wavefront' option, but I was able to export to the Collada format properly by right-clicking in Photoshop on the Sphere in the 3D layer view and selected Export Mesh...
The Original Formats option didn't work for bringing textures across, though. When I selected PNG, it worked as expected.

I'm having an issue importing textures with a 3d model into Unity

I am performing some research in virtual reality and we were given a 3d model made in Rhino5 with textures and everything (the model is a building). I have tried exporting it as a 3ds and fbx file type, but I am relatively new to both Rhino and Unity. My issue is that when I drag and drop the model into the unity assets of my project, and then drag from the assets to the scene, the model shows up and looks great, however no textures from the model in Rhino are visible.
I'm not sure if I should be exporting from Rhino to a specific format or if I'm exporting those formats incorrectly from Rhino.
I'm using Unity 4 and Rhino5. Thanks for your answers and your time!
The texture is stored in a file separately from your 3D model.
Quick steps:
Import your .obj or other 3D model into your unity3d assets
Import your .1001.png or .mtl or other texture material into your unity3D assets
Drag and drop your 3D model from assets into the unity3d scene
Click to select the object in the scene so it is outlined (mine is in orange)
Drag and drop your texture material from assets directly onto the selected object in the scene to apply the texture material giving the object your desired shading. The object will render the material with a shader. The object now has the qualities of the material and 3D model as one object in the scene.
For example here is a scene of a golf green. I have a 3D .obj file of the green which I select in the scene and then drag and drop my 2D material asset onto, which is a .1001.png file mapping the texture to the 3D surface. See link for image of the scene in my unity3d editor.
Image 1:
Unity3D object in assets. Dragged haddock.obj to get that 3D model.
Image 2: Unity3D materials in assets. Dragged haddock.1001.png onto the orange outlined model to give it that shade.
Normally models doesnt includes the textures, so you will have to import them separately into Unity and add them to the material on your model.
There might be a way to get a extra file when you export to fbx that will specify what shader and texture the materials should have when imported but i cant remember how to do that.