Trying to make a 3d vtuber model, materials break when porting to Unity, please help

As the title says, I’m trying to make a 3d vtuber model of my avatar. I have the model close to done (basically all but the eyes) and tried to test the pipeline (Blender > Unity > VSeeFace) by seeing how it looks when imported to Unity.

it turned from this

to this

I have been trying to make my way off of a bunch of tutorials and now I am totally lost and have no idea how to fix this.

I’m happy to provide any clarifying information that might help figure out what’s wrong and what’s the fix, but for now here’s just some things that I would assume is worth noting:

  • There are no imported textures in this project, I am just working with basic materials

  • I am achieving the outline effect via an emissive material with backface culling applied to a solidify modifier

  • The gradient outline instead uses a color attribute edited via vertex paint

  • The ball’s gradient effect is done with a different method (hopefully) shown in the image below

I would appreciate any insight or suggestions on how to resolve this.

I think modifiers don’t export from Blender, they will either need to be applied beforehand, or they will get applied automatically during export. I don’t have much experience with Unity, so I don’t know if that method of doing the outline will work in Unity. Also procedural materials usually need to be baked into uv mapped textures before exporting into game engines.

Welcome :tada:..

Not any specific digital content creation (DCC) apps “special feature” will work in some other DCC.. so you have to apply any geometry “trick” and may have to recreate some special shaders “tricks”. That’s the reason why there are some exchange formats for soem purposes which also do not work “out of the box” but have to be “babysitted” for every workflow.

None of this can be exported. You’ll need to remake your materials in Unity shader graph

I was not aware you could do that in Unit and this sounds like it’s probably the easiest solution.

I looked up baking the materials onto a UV map but for some reason it just turned them into black blobs. I’m using pretty simple materials to begin with, it probably wouldn’t be that hard to just remake it all in Unity.

While I’m here, how well does animation rigging transfer from Blender to Unity? Are there any pitfalls I should avoid or best practices?

Black blobs are the expected result, yes, but Unity’s shader graph is not complicated to use, you’ll feel right at home coming from the Blender shader editor :slight_smile:
When exporting rigs and animations to Unity, there are a few things you should do. In the Blender FBX export settings:

  • Turn off “Add Leaf Bones”
    Turn off “Apply Modifiers”
    Turn off “Apply Unit”
    Set Apply Scalings to FBX All

Then, in Unity, turn the Preserve Hierarchy checkbox on in the asset import. Everything will go smoothly if you do all that