Blender to Unity fbx exporting and material problem

the material doesn’t apply the same color that I applied in blender. It looks like it always sees the first pixel of 2x2 in texture. I also took a look some free assets in the store to see how they made assets. It seems their all assets don’t have materials in the mesh hierarchy so that it looks clean and compact. And just one material out of hierarchy each of meshes is linked to all of them. how they do that? I know you could simply drag and drag atlas.psd file to the mesh but in this case it won’t apply if there isn’t material in mesh hierarchy(Question 2 image)

There is no particular documentation about how to export from Blender in the latest version, but you should be able to convert best practices to it:

Disclaimer: I haven’t used Blender, only Maya and Z-Brush thanks to animation courses.

In Unity, each separate game object can have a material applied. The eyes different from the face, for example. That’s two game objects. You can either use separate materials or if you’re fancy, use an atlas to apply many textures in one material- which is NOT my specialty.

What I do is model in (insert modeling program of choice) at a really high resolution with 3 million polys. I project the normals (try x-normal, it’s speedy no matter what you throw at it!) and bake the normals and ambient occlusion. http://www.xnormal.net/

Then I am usually pretty lazy if the figure doesn’t need to be animated, and use Instant Mesh to make it much lower poly. Instant Meshes: A free quad-based autoretopology program - BlenderNation

Note: If you have cars or less natural substances, it’s better to do the topology by hand to really push the low poly. Or things that need to be animated so the legs bend correctly.

Then for actual color, I use one of two things. 3D Coat (also great for retopology) is my go-to for painting 3D models as it’s the most flexible to use all the materials I want while exporting only one file. You can import your normals and ambient occlusion (earlier created in x-normal) where it will apply them to the model like it would in the game engine, and paint the optimized model directly in the program. :slight_smile: You can export as many albedos (and other maps that you still need) as you like to make variations of the same model without ever leaving the program. It has layers like photoshop and you can use your graphic tablet pen with pressure sensitivity!!

The second thing is Shader Painter. Shader Painter | Painting | Unity Asset Store

You can use your own photographs and tools like what is made for Megascans (or just photoshop ad ons, or manually creating maps) to create new materials for free for Shader Painter and 3D coat to paint with.

The last step is using a photo editing tool to apply the alpha channel texture to the alpha channel for shaders that need a height map or similar in the alpha channel. (Photoshop works excellent for this.)

So then I import all the maps into unity and the fbx. I create a new material, and assign all the maps to the material, and then drop the fbx uncolored low poly object into the scene. Then I apply the material and make sure it all looks good. If it does, I save the whole thing as a prefab.

If you’re using custom shaders, you just have to use the maps the shader calls for.