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Blender to Unity material mismatch

Discussion in 'Asset Importing & Exporting' started by Wolfgame, Oct 22, 2015.

  1. Wolfgame

    Wolfgame

    Joined:
    Feb 7, 2014
    Posts:
    18
    Hello everyone. I seem to be having an issue with the Material pipeline in Unity 5.
    Please forgive the unfinished model.

    As you can see, I've set up two Materials in Blender. "Bitmap" and "Specular"
    Bitmap is the surfaces, Specular is the edges of the table, as I want them to be shiny.
    Bitmap has an image in it, and Specular does not.
    Material 1 and Material 2 respectively!





    When imported by Unity 5, the Materials suddenly have odd names and are also backwards. You'll notice that Bitmap is now a different name, and does not come in with the Image by default. Not only is this incorrect, but this new "Bitmap__Mall_Display_Table_diffuse.png" is not the correct surfaces of the model. It is the sides of the table. "Mall_Display_Table_diffuse" does not the image loaded despite being the correct faces of the model.




    In other words
    Bitmap material
    • became "Mall_Display_Table_diffuse"
    • does not have the image in it by default
    Specular material
    • became "Bitmap__Mall_Display_Table_diffuse.png"
    • loads an image it was not assigned by default
    Any insight into this madness would help.
     
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Are you using the standard shader?
    Put a map into the material 2 slot and it should work. Any map just to test it out. When it works then you can place in the map that corresponds with the color you want the sides to be.
    The specular is controlled by a texture map in the standard shader.
     
  3. Wolfgame

    Wolfgame

    Joined:
    Feb 7, 2014
    Posts:
    18
    Please read the post
     
  4. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    OK - sorry the image was helpful. Couldn't see on the mobile device.
    I think you want to change the material 2 slot to use a different UV Set, and set the material 1 slot to use UV Set 1.