Above is an image of the Wolf in Blender and another of it in Unity.
reverse normals in Blender and export again…
Thank you very much, much better now.![]()
Now the shape looks good but colors aren’t coming through.
I’m very new to all of this so I’m sure its a simple mistake. Here are pics of what’s happening now.![]()
Going by what I saw on your screenshots, you appear to have no textures and be using multiple materials in Blender. If you totally duplicate that setup in Unity it could somewhat work, but what you really want to do is make your models with a single material and use a texture to designate colors. In general, anything you do with Blender’s materials won’t directly work in Unity(among other many Blender things).
… that model looks like it is painted with vertex paint. If that is the case then make sure the Unity Shader supports vertex paint.
I can tell you for sure that materials do not export just fine. Unity has no idea about all the settings in the materials dialog, and materials could use textures that don’t exist outside of Blender, which of course don’t get exported. Last I checked, the diffuse color got exported, but I think that was literally all that got exported.
But you are right about the vertex colors. If vertex colors are being used, a different shader is needed, as the PBR(Standard) and most of the other shaders don’t support vertex colors.
As a general rule, I count on very little of anything being correctly transfered from Blender to Unity. You can count on the geometry, and modifiers being applied(though maybe not how you expect), and bone-based animation, and shape keys, and really, that’s all I ever count on. I never attempt to use the material colors or anything like that because I just color my textures externally(typically Substance Painter) so my materials are covered.
You are right it does not work the way I expected out of the box. My workflow also includes Substance and therefore I forgot how it works in Unity without it.



