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Question by SinanAkkoyun · Oct 27, 2016 at 11:10 PM · uvnormalsblender-exportinguv mappingnormal

Blender to Unity strange normal import problem (bright spots)

Hi, I animated a minecraft blender rig and importet it into unity. The animations are working fine, but the eyeleads of the head mesh (eyelids are shape key aka blendshape controlled) look brighter than in blender. In fact this is not a UV problem, I checked that and moved the UVs around.

I would like to add my .blend file, but no more attachments are allowed :(

Here are some screenshots: alt text [from unity (EDIT: I fixed the mouth issue, so just ignore that red box)]

alt text [from blender (just used another texture, but has NOTHING to do with the issue)]

Does anybody know how to fix that?

error2mcuntiy.png (401.7 kB)
error1mcuntiy.png (308.8 kB)
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Answer by Cynikal · Oct 28, 2016 at 06:23 AM

It's brighter because of the lighting.

In unity, change the material to unlit textured. It should match exactly what you see in Blender.

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avatar image SinanAkkoyun · Oct 28, 2016 at 02:50 PM 0
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Thank you, but I already tested that an knew that. I want to keep my shader in unity. I just want to fix this lighting problem so it shades right.

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