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Apply Materials in Blender or Unity ?

Hi!

I have a few questions for the planning of a game. It's a simple "Shoot a target" game.

I have no idea if i should apply the texures and materials in Blender and Export to .FBX or apply the materials and textures in Unity ?

Which is best for the best results, even if the Workflow is slown down.

And any tips for textures and materials in Unity for better results would be appreciated.

Thanks

~Wentzel.

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asked Nov 13 '11 at 12:01 PM

Wentzel gravatar image

Wentzel
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2 answers: sort voted first

Remember that Blender's materials are not at all similar to Unity's. You will have to find an appropriate shader for what you are doing (just find one that looks right, and if you can't, see if you can hack one to look more like what you want). As for textures- just export the .blend to an fbx, you won't have to worry about Unity not having the right .blend importer, and make sure you have baked all your textures and properly UV mapped all your objects, and just assign them in Unity.

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answered Nov 13 '11 at 01:41 PM

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syclamoth
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Thanks. I have one more question, after i import the .FBX i lose the normals (Bump map) on the .mat.

So how can i get normals back on the material, this is not a image texture so i can't use the normal genarator.

Any ideas ?

Nov 13 '11 at 05:24 PM Wentzel

Are you talking about vertex and face normals, or a texture bump map? You can bake normals from Blender, if that is what you need.

Nov 13 '11 at 11:56 PM syclamoth

Hmmm ok im going for the UV approach.

So to get the best results i need to have a normal and UV map right ?

Nov 15 '11 at 10:26 AM Wentzel
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Arn't all maps UV? it's kinda the idea of a map isn't it? You surely mean Diffuse. Unity doesn't have normal maps - well they do - it's just renamed to bump maps...

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answered Nov 15 '11 at 10:31 AM

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naf456
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Yeah.......They are but they fall in the same gategory UV's apply from Specular colours to ambient acclusion and so on.

Nov 16 '11 at 12:08 PM Wentzel
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asked: Nov 13 '11 at 12:01 PM

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Last Updated: Nov 16 '11 at 12:08 PM