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Question by BillEss · Aug 31, 2012 at 12:16 AM · materialobjectimport

Why do imported objects not accept materials properly?

This is probably so easy. I've searched and read all the posts I could find about importing. I see all the responses about how importing objects in this format or that format is no problem. Importing itself works reasonably well. I've read the docs. Tested and tested. But there's probably a setting I'm missing somewhere and I think it's in Unity.

Bottom line up top:

I import an object, apply a material with details in it and the result is a solid color.

The color seems to derive from the material. For instance, forest floor from the terrain assets turns it green. No details, Just the green.

Happens in all formats available to me from two different 3D editors, Blender and Hexagon: .FBX, .3DS, .OBJ and .blender

Tiling and/or has scaling no effect on the material.

The reason I'm pretty sure it's Unity is that this happens with self-created models from both the above programs and with models I've downloaded in those formats from 3rd party sources.

And yet...and yet the same material looks fine in a Unity-native object. The cylinder with the forest floor looks like it should. Tiling works fine.

A check box somewhere?

Thanks in advance.

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Answer by OperationDogBird · Aug 31, 2012 at 05:00 AM

This sounds like a UV coordinate problem. Do these models you have come with specific materials/textures? Drop one of the proper materials on the corresponding model. If it was unwrapped correctly the material will look like it should. If the model was never unwrapped, then it will occupy random areas of the uv coordinates and thus you will get stretching, solid colors, and overall bad results.

If you want to make your own materials for your objects, you should import the object into a 3d program first and unwrap the model. Then render the uvw map and bring that into a program like photoshop to create the texture. If the object has a texture for it, you can reference that when making a new one instead of unwrapping, this way you wont ruin the uvw coordinates that have already been setup by the modeler.

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avatar image BillEss · Aug 31, 2012 at 10:20 AM 0
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Thanks, O. That was a possibility nagging at me. I intend to attempt to master UV editing for the next project. Hard up against it for this one. But I'll give it a quick look.

However, this is happening with imported models and their materials also, which presumably have been UVed.

avatar image BillEss · Sep 01, 2012 at 04:08 PM 0
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Yes. Did simple UV map in Hexagon. Exported as OBJ. It imported with a blank material. Assigned the texture in Unity. Tileable. Just had to ignore the siren song of Blender, overcome the past-deadline PANIC and DO it. Look for the result in second level of this http://www.facebook.com/ApocalypseNovember. Hopefully next week. Thanks for the pointer. Accepted.

avatar image BillEss · Sep 01, 2012 at 04:43 PM 0
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Better yet. Second one I tried, inadvertently saved OBJ directly into Unity project assets folder. Wondered why a progress bar came up. OBJ came in with the material properly assigned. Saves two steps. Big late-in-the-cycle barrier crossed.

avatar image BillEss · Sep 01, 2012 at 05:36 PM 0
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Sorry to go on like this but O's signpost led me to go back and look at the Hexagon manual section on their UV tool which I hadn't gotten to in previous stabs at using it -- while learning Unity, and while jousting noob-style with Blender. This is a link to the manual: http://docs.daz3d.com/doku.php/public/software/hexagon/2/userguide/start

For what it's worth and in case someone else struggling comes across this, Hexagon is free (at this writing) but absolutely unsupported. Some tutorials are out there (the wineglass was helpful on basic UI but not UV.) Some links on thw DAZ site are broken. The UV tool is probably far less than Blender's, of course, but to slap in a simple map in a few major projections it worked for me as noted above.

Not touting it over Blender. It's sligthly unstable, but the UI is at least comprehensible going in. Until I can square away the time for my $$anonymous$$Bl ($$anonymous$$asters in Blender) and to get this project in the can it looks like it does the job.

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