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Question Blender UV unwrap doesn't match material in Unity.

Discussion in 'General Graphics' started by darketernal666666, Aug 2, 2023.

  1. darketernal666666

    darketernal666666

    Joined:
    Dec 22, 2020
    Posts:
    8
    So i made a smart UV map in Blender to cover the area for some gloves.

    https://ibb.co/tP2Zs4S


    But once i apply this to a material in Unity it gives a distorted UV map.


    https://ibb.co/5hKQQVj

    I don't understand why the exported uv map doesn't align nicely with the FBX, or how to fix this so that it alignes nicely.

    Anyone got any idea? (sorry the pictures didn't automatically embed, but do work in the links)
     
  2. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,096
    Do you have more than one UV channels? If you do, sometimes Unity loads them in different order than you expect so it may be using different UVs than the ones you intended.
     
  3. Unifikation

    Unifikation

    Joined:
    Jan 4, 2023
    Posts:
    1,073
    Anything involving the world "Smart" from another product's realm is going to be at odds with everything Unity.

    And then there's the fabled battle between Blender and Autodesk over FBX to consider, wherein each has their heels stuck firmly in the ground, and their chins raised to headbutt the other at any given opportunity.

    Simple, minimal, stupid, naive UVW mapping and animation ONLY sure to work.

    And some unwanted advice: unless you've got unique tattoos on left/right arms and legs, just use one for both arms and both legs. This doubles your resolution, or halves the space needed on the map.
     
  4. kdgalla

    kdgalla

    Joined:
    Mar 15, 2013
    Posts:
    4,440
    What does your actual texture map look like? Honestly, your texture Islands are stretched so thin, I wouldn't have expected it to look great anyway.

    Make sure you have no overlapping faces, and like AcidArrow said, make sure you don't have multiple UV channels. I would delete any extra if you have them.