From an Image to a 3D Model (Blender) to use in Unity, problem with the textures.
Hi all and thank you in advance for checking out my question. I have an issue that I will try to explain: I have an image (jpeg) of a map of Spain (in color) and I want to create a 3D model from this image. I've been watching some tutorials and following them, these are the steps I am following: 1) With Gimp, I set the saturation to -100. I export the image as png. 2) With Inkscape, in path > trace the bit map, remove background and I save it as svg. 3) In Blender I extrude it, Export as bfx. 4) So I have my model in Unity, the map of Spain in 3D, but I don't have any image on it so I am trying to add the image but the model doesn't get it, not as a standard cube does it. In fact, the model gets dark but i cannot see the image on the model.
This is the way I am figuring it out to get my goal but I don't know if there is a better one or it's a problem with normals when importing from Blender. Any advice or any recommendation about what to read or what tutorial I can watch, would be great
Thank you for your help.
Answer by Shonsave · Jan 20, 2021 at 05:20 AM
Check the dimensions of your image. Try making them powers of 2, i.e., 2, 4, 8, 32, 1024, etc. And you would also need to Import the texture into unity separately and create a material with that texture as the albedo. Textures imported with the model may be darkened so you might have to create a different material. Also make sure that the albedo colour is white, or the image might get a tint. I faced a similar problem with lowpoly textures, and this solved it. Hope I could help.