Applying Materials look reversed or completely blurred - Help?

Hello everyone,

Just a heads up, I’m extremely new to 3D modeling as well as working with Unity. I’ve spent a lot of time watching guides and reading tutorials, but there is quite a bit more I admittedly have yet to learn.

My problem is; When importing some open source models from the web, I’m able to apply materials to them without problems; but, when I create my own models, when applying the same materials they look blurry or inverted. -check out the example image included below. The box on the right was created with Unity, while the box on the left is my own and was exported from Wings3D in Obj format (I’ve also tried using 3ds format); both cubes are using the same material.

Because it would seem that the only difference would be my own model, I thought there was a step I was missing when exporting my model or maybe missing/adjusting the import settings in unity. I’ve been using Wings3D for most of my low poly models and Blender for almost everything else. Models produced from both programs result in the same problem, and no matter what I change in the unity import settings, I can’t seem to get it to look correct.

Any suggestions or help given is greatly appreciated. Thanks.

~Hiram Abiff

Did you UV unwrap your cube?

Thanks for the reply dwalther2,

In Wings3D (I like wings; it may be lacking, but its extremely easy to use); I ended up UV unwrapping the cube by marking the appropriate edges as “hard” and using “Scale>Max Uniform”. This seem to give the desired affect by using the entire UV map on each side of the cube; but now, I’m still having problems trying to figure out the lighting issues. See my examples below. Again, if you or anyone can give me suggestions on fixing this, I very much appreciate it.


The material btw, (for anyone who may read this and wish to know) was acquired from the PBS Materials Variety Pack posted on the Asset store. The grid was a perfect example to showcase the differences…

~Hiram

Edit:

Ok, so I think I’ve fixed the problem; I ended up forgetting to mark my outer edges as “hard” before exporting. Not doing so ended up with shading issues. See the below image.