Adding a material trouble

I’m very confused and it’s making my head hurt. I loaded one object and it already had a material on it, great. So I tried another object and there was no material. When I click it in the project list there’s no material in the inspector but the preview shows my character with the color map applied to him. OK so I drag him into the scene and he’s just solid black, like so:

If I click the actual model in the scene now the Inspector lists a material with my texture applied. Any idea what’s going on here? The instructions said if I make a new material I can add it to the character by dragging it to him either in the Hierarchy or Project lists, but it won’t let me drag it there. Anything I can do?

Oh well now this is interesting. I tried the Self-Illuminated shader and now it shows the texture. I’m curious. When I imported the FBX from LightWave it brought the LW light and camera in with it. Maybe that light has something to do with it?

Things just get more and more strange. I went back to the regular shader and added a light to the scene. it affects my starfighter model fine but the character is lit backwards. The light is hitting his front, but his back is what’s lit.

I noticed this error with the parallax or normal map shaders. I think you’ll have that problem if you don’t have a proper normal map like this in the slot:

http://www.filterforge.com/filters/243-normal.jpg

Thanks, but I do have a normal map applied. Saved straight out of 3D-Coat, just like the starfighter model

Maybe try setting the directional light render mode to force pixel. Or if you’re going to use a vertex shader then set it to force vertex.

I see from your site that you’re an experienced modeler so I’m assuming your normals are facing the right direction on your model.

I don’t have Unity in front of me, so that’s the best I can do from memory…

Haha Yes I graduated from a school that does nothing but CG back in 2003.

I tried Force Pixel and that was the same. Force Vertex killed off the normal map, and other wise stayed the same. Thanks for trying.

OK I’ve done a lot of experimenting with this and found that it only happens on a mesh that has bones applied to it as exported as an FBX. In fact the mesh can even have bones in it and have them deactivated and still work fine. But as soon as I activate the bones and export as FBX the lighting probably happens.

I think I read in the manual that the Skinned Mesh Renderer is automatically applied to anything that has bones. I wonder if it’s a bug in that.

Right, anytime you have a mesh with bones it will have a skinned mesh renderer component instead of the regular mesh renderer.

The skinned mesh renderer component has a recalculate normals checkbox. Have you tried toggling that on and off and checking the results?

I don’t see any recalculate normals box, but everything is grayed out anyway.

I have sent in a bug report with a copy of the project.

Correction, it’s under the FBX Importer and it’s just “Calculate Normals”:

hey look at that, that fixed it. I had tried that before, but I didn’t even see the Apply button. That has happened to me a number of times with Unity, they should make the Apply button bigger or more obvious.

Thanks!

Glad to finally be of help!