The problem with doing it this way is that your models are imported at a near -90 degree angle on the x-axis in unity which can cause a lot of problems later on. You can see in the inspector at 1:37
Yeees, because in the blender the up direction is the Z axis while in Unity is the Y axis. I tried to modify the up direction in Blender but apparently is not that simple. If I remember correctly, when you export in FBX you have a parameter that allows you to change the orientarion of the model. Now I'm not working so much with FBX but I'm using directly the .blend file in Unity, placing it as a child of empty objects so that I modify the blend file as less as possible, that way I can correct the orientarion of the model and generate a prefab in Unity. Then if I change the blend file and save it, then in Unity those changes apply automatically, is very practical, but maybe a little intense in processing.
This tutorial helped me at a certain extent, I had to manually take the texture from my image folder and put it in the unity scene in order for it to appear in the model exported.
Here is the video: th-cam.com/video/BYf4QnzXynQ/w-d-xo.html I'd recommend to use that method only if you have no choice but to pack the textures in the exported file. If you just want to export a 3d model with textures from Blender to Unity, this video in which we currently are is the best solution I have for the moment
hi! I suppose you have a folder in your computer with the textures you are using in blender (in Blender you load the textures in the image nodes), when you export the 3d model, the textures aren't gonna be exported automatically, you need to manually drag the texture files into unity, for example you drag the folder with the textures to the assets folder of your project. Once you have the texture files and the fbx model in Unity, you configure the materials, drag the proper texture to the proper field in each material.
That is indeed a problem, Blender uses the Z axis for the up direction while Unity uses the Y axis, I've been researching about changing that in Blender but it doesn't seems possible. Also now I'm not using FBX files anymore in Unity, I'm working directly with the .Blend file, dragging it directly to the Unity scene. There is something that can help, if you select the 3D model in Unity, in the inspector go to the Model tab, there is an option called "Bake axis conversion", maybe you can try that to see the results, in my previous experiencies it seems to worked but I had to drag the 3d model to the scene all over again.
For the people disliking and saying this doesn't work, make sure you watch the entire playlist, since just exporting stuff like this video describes wont give you working results. I know most of u lot haven't cus this vid has 20k views, and the other ones have less than 1k. Once i watched the whole playlist, everything worked fine, since i was texturing my models wrong initially.
I'm disliking, because the model is exported incorrectly. Rotations are wrong. Scales are wrong. It's an "Exporting Tutorial"; it should be covered it the video
*My Unity repository* 👉 github.com/GameDevTraum/GDT-Solutions-for-Unity
*Complete Unity PLAYLIST:* th-cam.com/video/O6uvrwp1Gj4/w-d-xo.html
for me the textures don't export and also, how do you export objects with displacement map on?
The problem with doing it this way is that your models are imported at a near -90 degree angle on the x-axis in unity which can cause a lot of problems later on. You can see in the inspector at 1:37
Yeees, because in the blender the up direction is the Z axis while in Unity is the Y axis. I tried to modify the up direction in Blender but apparently is not that simple. If I remember correctly, when you export in FBX you have a parameter that allows you to change the orientarion of the model.
Now I'm not working so much with FBX but I'm using directly the .blend file in Unity, placing it as a child of empty objects so that I modify the blend file as less as possible, that way I can correct the orientarion of the model and generate a prefab in Unity. Then if I change the blend file and save it, then in Unity those changes apply automatically, is very practical, but maybe a little intense in processing.
And scale 100. But we are shooting tutorials.
This tutorial helped me at a certain extent, I had to manually take the texture from my image folder and put it in the unity scene in order for it to appear in the model exported.
Primeros 5 segundos y ya calculaba que eras argentino o italiano jajajaja me servió amigo muchas gracias!! Nuevo sub
Jajaja en el clavo! XD
Muchas gracias por suscribirte, también tengo otro canal en argentino :)
at 0:44 whers the video in corner your talking about
Here is the video:
th-cam.com/video/BYf4QnzXynQ/w-d-xo.html
I'd recommend to use that method only if you have no choice but to pack the textures in the exported file.
If you just want to export a 3d model with textures from Blender to Unity, this video in which we currently are is the best solution I have for the moment
This doesn't work for me. The export doesn't generate a Texture folder and when I view the model in Unity it's grey
hi! I suppose you have a folder in your computer with the textures you are using in blender (in Blender you load the textures in the image nodes), when you export the 3d model, the textures aren't gonna be exported automatically, you need to manually drag the texture files into unity, for example you drag the folder with the textures to the assets folder of your project.
Once you have the texture files and the fbx model in Unity, you configure the materials, drag the proper texture to the proper field in each material.
Hi! If I need to export a textures folder from Blender, how would I go about doing that? Thanks in advance!
Thanks! this is what I need.
Greaat!!
nice vid keep up the good work (:
Where is this texture folder?
Where is the other video? and what its name?
Hi, there is a small playlist:
th-cam.com/play/PLkYLdQEQ__thlWU3WBG_iRSpi89alucHB.html
Thankyou for this video this has really helped in my game Devlopment Really Appreciated❤❤
Thanks
Your model has a 90 degree rotation which isn't ideal when working with script, should fix that in export settings before making a guide.
That is indeed a problem, Blender uses the Z axis for the up direction while Unity uses the Y axis, I've been researching about changing that in Blender but it doesn't seems possible. Also now I'm not using FBX files anymore in Unity, I'm working directly with the .Blend file, dragging it directly to the Unity scene.
There is something that can help, if you select the 3D model in Unity, in the inspector go to the Model tab, there is an option called "Bake axis conversion", maybe you can try that to see the results, in my previous experiencies it seems to worked but I had to drag the 3d model to the scene all over again.
For the people disliking and saying this doesn't work, make sure you watch the entire playlist, since just exporting stuff like this video describes wont give you working results. I know most of u lot haven't cus this vid has 20k views, and the other ones have less than 1k. Once i watched the whole playlist, everything worked fine, since i was texturing my models wrong initially.
I'm disliking, because the model is exported incorrectly. Rotations are wrong. Scales are wrong. It's an "Exporting Tutorial"; it should be covered it the video