Exporting materials to Unity

First off, as you probably will quickly guess, I am very new to Blender and have been slowly teaching myself how to use the program for my game design. For my game, I have created an imp, and got it looking pretty good in Blender. But when I export it to Unity, it looks…not so great.

As I tried to troubleshoot this, I found several tutorials advising that the materials need to be baked in Blender before exporting, so I followed those tutorials and…the baked materials came out all black. That led to another tutorial rabbit hole, where several tutorials suggested different ideas (turn down metalics [check], trying different bake types [check]), but nothing seemed to work.

In changing some of the textures within Unity, I’ve gotten it ALMOST to a point where I could live with it, but for some reason the skin texture on the head continues to generate as one smooth color, instead of the scale texture that is applied to the rest of the body (which is weird, because I used the exact same material slot for the head scales as the rest of the body scales ).

Looking at the mesh in Edit mode, the head does appear to be different than the body, as shown in the image below - I did make this model by combining the head and body of two different models, so I’m guessing that this is the root of why the head is rendering differently in Unity than the rest of the body, but not sure how to fix that (or even how to look up tutorials on that particular problem). Any advice would be greatly appreciated!

Here is a side-by-side comparison of how it looks in Unity (left) versus Blender (right)

As you can see, the head, hands, and abs are all displaying as one smooth surface, as opposed to the much more detailed surfaces of the original. I can live with the hands and abs displaying that way if need be, but would really like to figure out how to fix the head.

Could you show us the Material settings…
When you have 2 models imported, the head from the first model has its material, the second head has its own, and when the Models are joined the materials get added together…even though things might look ok when you work on it, the material in the first slot takes precedence over any others that have been added… for the new head, you might have to delete the texture slot from the old head, leaving the texture for the new… but we need to see what is there…

I’m using the same texture slot for both the head and the body. Here’s the nodes setup (the forum only lets me upload one pic per reply since I’m a newbie, so sorry for the multiple replies):

All of the materials for this I got off Blenderkit (if that makes any difference)

If easier to assess, here’s a Dropbox folder with the project files: Blender_Pumpkimp

I just looked at your materials.
Your UV maps are not so great, you really should take the time now to research how to make a decent UV map, for each section of your character… Then Watch this…

Then get back to me…

@Michael_Daniel1
Thanks for posting the file. The UV Maps are indeed causing this visual mismatch between Unity and Blender.

The exact issue is that Unity is using the first UV Map map 1 for mapping out your models textures. If you look at map 1 the head is mapped to that small point/pixel in the bottom left corner of your texture.

In Blender your viewing the model with the 4th UV Map automap. So everything appears fine in Blender.

In your situation I would delete all those extra maps and just have one.




Thank you, that did the trick for the head. Still working on the chest/abs and hands, but at least those I can work around in Unity now that I’ve got the head figured out. Thank you!

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