I’ve created a simple dragon model in Blender, rigged it, given it some animations in Blender’s compositing screen, broken it up into <65K triangle sub-meshes so Unity won’t automatically break it apart, and UV mapped all of the individual parts.
I’m now trying to export this model to Unity, but if I export it as a .fbx and then import it into my Unity scene, the resulting prefab seems to have lost its UV maps. Exporting as a .3ds preserves UV map information, but doesn’t preserve the model’s animations.
I believe this is intended behavior for .3ds files (that they don’t carry animations with them), but I believe my .fbx export should preserve UV maps. I’ve succeeded in the past with .fbx exports preserving both animations and UV maps, and I’ve read online that they should do so.
For reference, here is a current image of my scene:
The dragon on the left was exported as a .fbx; the dragon on the right began as the same Blender model but exported as a .3ds. The back of the dragon’s right wing illustrates the problem; the .fbx loses all detail and just shows a diffuse black color.
Are there any common reasons this might occur? I am just a hobbyist and there are still many things I do not know about Unity/Blender.
GENERAL SYSTEM/SOFTWARE INFO:
- Windows 10
- Unity 5.6b10 64-bit
- Blender 2.78
- started a new Unity project, problem persisted
- exported in older 6.1 ASCII fbx format, problem persisted (this is the little dragon not centered in the above image; its right wing is occluded but looks identical to the centered fbx dragon on the left)
- tried exports with original mesh without first breaking it up into <65K sub-objects in Blender; problem was present there too
- exported as 3ds rather than fbx and UV maps were preserved, but this loses animation information so it’s not a very good fix
- directly imported .blend file; problem is present here as well