I am brand new to Blender, my background is in modeling in Autodesk Inventor and Fusion 360.
I have a model that I have created in Fusion 360 that I want to render in Blender.
Of all the supported Blender import formats, exporting my solid model out of Fusion as an .fbx gives the smallest file size, and also preserves my component hierarchy.
Initially my imported .fbx came in scaled to 10, even through it measured correctly in Blender. I set my units in Fusion to cm(was mm) and the new import came in at the correct size and the scale is 1.
I am applying wood material from the BlenderKit library, and I can’t get it to look right. Below is the same material applied to the default Blender cube and a piece of my imported mesh.
How did you UV unwrap your mesh? Manually, or using one of blenders quick unwrap methods?
You can try going into edit mode, selecting your mesh, pressing “U” and selecting “Smart UV Project”, which often gives better results than simply selecting the “Unwrap” method. Also note that you can, when in the UV editor, select all of your UV’s by pressing “A”, then scale everything up or down by tapping the “S” key and moving your mouse.
I have quite a few pieces to do, and it would be great if I didn’t have to do this for each piece, but so be it.
And it seems I can only scale the UV map by dragging the mouse. It would be helpful if I could use the keyboard and apply the same value to each piece. But so be it, at least now I can carry on working.
You can apply the same scale by hitting the “S” key and then typing a value using the numpad. The value you type is a multiple, so for example S + 2 would multiply the current scale by 2, S + 0.25 would multiply the current scale by 0.25