Blender materials or Unity materials

Hello,
I am wondering what is best. If I use blender to make models, should I also make materials in blender, or is it better to make and assign materials in unity. Im confused what is the difference between the three renderers other than how to apply materials and some other stuff.
Any advice what is the best combination on which renderer(and materials) should I use?

Thanks!

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Unity materials are the bottom line. Tweaking materials in blender does nothing for the Unity side, only tweaking the texture maps will affect things.

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So if I am doing lowpoly its best to make textures and then set materials in unity?

If you are using models in Unity, then Unity materials are the only thing that will matter. How you get those things doesn’t matter. You could paint the textures using Blender texture paint mode, but you would still need to save those textures and import them into Unity(just setting them in Blender doesn’t usually work right). You could also make your textures in something else, like Photoshop, or the Substance suite, and it would be the same thing, import into Unity.

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What you want to do is set out your materials in Blender for use in Unity. In Unity when you click the imported object, you can set whether you want it to import the materials or not, by default it will, you can also define what naming convention it uses if memory serves me correctly.

Any settings other than the albedo colour (the materials colour) will not be brought in. So if you make it all shiny like metal, that aint gonna show. So why set out your materials in Blender?
Because it assigns them to your model as you’ve set them out, so say you have a model with three different materials, those material ‘groups’ will be in Unity. You can modify them in Unity as you please, assigning different colours, glossiness etc…

Note that this is completely different to unwrapping or texturing. If you dont unwrap the model, you will not be able to assign textures (well you will but they’ll just be a giant stretched mess).

The better option (depending on your case tbh, lots of hella low poly stuff just uses materials to colour stuff) is to use a single material per model, and control everything else through the texture.
So you have one model, that is unwrapped, and do up a texture that holds the diffuse (the colour), but then you can do textures that control the roughness/metallic, or normal maps, or emission. These are basically maps that use the same UV’s as your diffuse that can make stuff shiny, bumpy, or glowy. :stuck_out_tongue:

This is a pretty rough run down, but I think I’ve probably given you enough to go searching for stuff. There are a tonne of tutes and videos out there on this stuff, many specifically relating to the Blender to Unity pipeline, that will do a much better job at explaining it all than I can do in a single forum post.

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