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Texturing in Blender VS Unity

Discussion in 'General Graphics' started by h4voc, Jun 2, 2015.

  1. h4voc

    h4voc

    Joined:
    Mar 2, 2015
    Posts:
    12
    Hello Everyone,

    i was searching the web and forums for the question which solution is better:
    I found out that there are 2 options for me (maybe more I don’t know) to get my textures on my model I made with blender.

    1.) The first option is to do it the default way. Unwrap my model in Blender and get my textures on it in blender, then bake my textures to the whole model and export it to unity. In unity I import the bakes textures and create a prefab with both model and textures combined.

    2.) But I found another way. I create my model with blender and define materials for each part of it. Then I unwrap my model and export it to unity. Unity will import the model and the defined materials. Now I can get my textures to the materials and the result is my textured model.

    Both options might have its advantages in workflow, speed quality etc, but i would like to know what does this mean for my game in unity?
    -Performance?
    -Reuseable Textures
    -Used discspace

    I would like to get some answers which option you choose, why and what the risks are?

    Thank you very much!

    Best regards,
    h4voc
     
  2. LewiksR

    LewiksR

    Joined:
    Jul 24, 2013
    Posts:
    1
    As far as i know textures use up way more RAM, as well as disk space. You can reuse the materials, just give them the same name inside Blender, you might have to reasign each material slot in Unity, as it doesn't seem to import them in the right order. I like the way Flat Shading (the tecnical term for the 2nd option) looks, it's the one i tend to use in my games.

    [EDIT] I googled to make sure, flat shading is a term for something else, sorry.