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Question by Tyler Alvis · Sep 18, 2011 at 06:40 PM · blender

how do you make a material in blender?

I know this is "only for questions about unity" but i can not figure this out. i made something in blender and i didn't know how to make a material for it, so i painted it. when i imported it to unity, the paint wasn't on it. I searched and searched the web but couldn't find anything. So i thought you guys could help. how do you make a material in blender that can be imported to unity?

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Answer by BerggreenDK · Sep 18, 2011 at 07:03 PM

Blender to Unity is okay question for me. So I will try to answer my best as we use Blender as modelling tool for our current project too.

What you do is:

In Blender you make a materiale of some sort, build a texture for it (which you can paint in Photoshop or whatever bitmap tool you like). Then you export the Blender file to .FBX format.

Now you switch to your OS and copy/paste both the texture file (PSD/PNG/JPG/TIFF/BMP) and the fbx file into your Ressource (or call it Assets) folder in your Unity project. Then switch to Unity and it imports automatically. If the material and textures arent already imported in Unity, it will create grey or purple materials on your objects.

Now you open the materials in Unity, select the shader you want and then point the surface to the new texture.

Once this is done, your FBX can be updated from Blender and Unity will keep the materiale. Same goes for texture changes. As long as you keep the filenames intact, you can go back and forth and experiment until you are satisfied.

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Answer by Owen-Reynolds · Sep 19, 2011 at 02:39 AM

Unity prefers you to import the texture separately. Then, also in Unity, create the material, and add the texture, then apply it to the model.

Most people "unwrap" the model themselves (create a flattened out version) and draw on that in photoshop. So, the model and the texture on it really are separate things. The newer "paint the model directly" tools do some of this for you automatically (I haven't used the new blender yet.) I'd guess that if you select the UV/Image window, you should see the unwrap it made.

What you painted still has to be stored by Blender in a jpeg (for example) in order to be used by the graphics card. Blender has to be saving that somewhere. If you can find that, you should be able to drag it over to Unity (it should look like what you painted, but all splayed out.)

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avatar image syclamoth · Sep 19, 2011 at 10:48 AM 0
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Not quite- as far as I know, blender stores all of that information inside of its file format (which is to say, a Blender save file is basically a raw memory dump). You have to manually save the image out into an external file to be able to use it in unity or any other application (the default key is F3 from the image viewer)

avatar image Tyler Alvis · Sep 20, 2011 at 05:07 AM 0
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how do you unrwap it

avatar image Owen-Reynolds · Sep 20, 2011 at 03:01 PM 0
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Unwrapping is a whole skill -- lots of better places to read about it better than here. For a really quick intro, split your window, select UV/Image for one. In the main window, select all verts then verts->Unwrap->unwrap. The UV window should look like someone stepped on your model. In the main window, select a line of edges and markSeam. Then unwrap again (remember to reselect all verts.) You should see a less ugly stepped-on model in the UV window.

But, it's possible blender is already making an unwrap for you as you vert paint. There's a good chance if you use the other comment to grab the picture from Blender, it will look the same way in Unity (once you get it in a material.)

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