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Question by Twinblade · Nov 27, 2013 at 09:41 PM · blendermodelblender-exporting

How to apply my selfmade UV Maps properly in Unity?

alt text

Hi,

I modeled and textured a fish in Blender, but when I import the model and the texture, then the texture does not fit the model anymore. The tex is turned about 90° so it does not fit the fish anymore and results in a colour pool. Some textures just do not show anything.

So how can I fix the tex so it fits the fish perfecly once again like it did in Blender?

to see the problem just take a look at the screen shots =)

fisch2.png (319.5 kB)
fisch.png (381.1 kB)
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avatar image Vereos · Nov 27, 2013 at 11:02 PM 0
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I had the same issue, I solved selecting my mesh and unwrapping the UV just before the export. Does it work for you?

avatar image highpockets · Nov 28, 2013 at 05:25 AM 1
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This may seem like a silly question, but under $$anonymous$$apping in the Texture Window of Blender, did you set it to the following:

Coordinates: UV $$anonymous$$ap: UV$$anonymous$$ap (or whatever your UV$$anonymous$$ap is called for your fish)

Also, sometimes in unity, I've had problems similar to what you show and I fixed it by setting Tangents and Normals both to calculate in the texture panel, it's either normals or tangents that always seems to be set to import by default and changing it to calculate has saved me a couple times.

avatar image Twinblade · Nov 28, 2013 at 07:28 PM 0
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call me an idiot, but i can't find the Tangent and Normal calculation settings...

avatar image highpockets · Nov 28, 2013 at 11:11 PM 0
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Its in the same section as carljj1 mentions in his answer. The model import settings, click on your model file in the unity editor and it should display the import settings. When you change something, such as the tangent/normal settings, you will have to click apply at the bottom of the settings to see the changes

avatar image Twinblade · Nov 29, 2013 at 03:55 AM 0
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yay thanks it works =)

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Answer by karljj1 · Nov 28, 2013 at 07:40 PM

I can see from your screenshot that the fish has 2 UV channels. Try selecting swap UVs in the import settings, by default your texture will use channel 1(UVMap = "source").

http://docs.unity3d.com/410/Documentation/Components/FBXImporter-Model.html

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