VOILA, your texture has just been put onto your material and should show up. Then make sure your texture image is located in your Unity project, navigate to it in the project view and drag it into the blank square in the properties panel for the material. Most likely the roof may have a bumped diffuse shader applied to the material (assuming you have a normal map for your texture, if you don't just choose diffuse rather than bumped diffuse). Now you get to pick what type of material you want each section of your house to be by choosing the appropriate shader. Once you have the UV Map of your roof set, save your Blender file and export the FBX into Unity, you'll notice that Unity, brings over the materials that you created for each part of your house. Sorry this is so wordy, I didn't have any indication how schooled you were at the pipeline of Blender to Unity. Using the UV Test Grid is a big help here as it shows you how even the texture will appear when you drag onto the material in Unity. When you unwrap your model you'll notice that only the faces that are highlighted show up in the UV Image Editor, highlight only the roof faces for your model and resize them in the UV image editor to match the shape of the faces in the 3d View port. Say you have a texture (you can get lots from ) and you have it sized out for 1024x1024 in Gimp or whatever image program you use. I'm going to give you an example now for one texture like a roof for the house. Make sure you save the UV map for your house (you only really need one UV Image, not one for each material), in the UV Image Editor window in Blender. If you're unfamiliar with unwrapping models in Blender, head over to, they have tons of great tutorials on unwrapping UV images. transparency, specularity, normal maps, etc.).Īfter assigning materials to the different vertex groups on your model, you'll need to make sure all the faces of the model are unwrapped (this is so you can make sure all the textures show up correctly on each surface in Unity). Don't worry about the settings for the material. Do this for every material you're going to have on your house. select the faces for your roof in Blender and create a material called roof in Blender and in edit mode click assign in the properties panel). You basically need to assign your materials to your house (i.e. your Desktop).So I banged my head against a desk for the longest time figuring out the pipeline for Blender to Unity and getting things to show up correctly.īasically Unity doesn't take any properties from Blender in respect to Textures and Materials. Export the model in this state.Īs this is the final export, you can export to a location other than Unity’s project file (e.g. But, this time, uncheck the highlighted in the red box in the screenshot below. With the VRM object in the Hierarchy selected, select ‘VRM > UniVRM > Export humanoid’ in the menu as before. Once the set-ups are finished, delete the pre-conversion FBX object in the Hierarchy window and place the converted VRM prefab in the Scene. ・(Selections about redistribution / modification) ・Permission to perform sexual acts with this avatar (Disallow / Allow) ・Permission to perform violent acts with this avatar (Disallow / Allow) ・A person who can perform with this avatar (Only Author / Explicitly Licensed Person / Everyone) Alternatively, you can drag the texture into the box to set it. You can set the texture in the box highlighted red in the following screenshot. You can assign the material by dragging it into the model in the Scene view. Right-click on the Project window and select ‘Create > Material’ to create a new material. You cannot change the shader of the material that was set when importing the model, so we must create a new material and assign it. Next, we will set up the shader for the material. If you corrected something, click ‘Apply’ and then ‘Done’.Īfter completing the bones, place the object in the Scene temporarily. Therefore we recommend adding a bone in another way (e.g. However, this kind of correction could cause a problem, for example, when uploading the model to VRoid Hub (in fact, we couldn’t upload the model without ‘Chest’, so we re-added it). To fix it, we set the ‘Spine2’ bone as Spine, which was originally assigned to Chest that is not an essential bone. In the case shown here, ‘Spine1’ set as Spine seems to be problematic. These markers could be helpful when looking into the errors.