So i made a smart UV map in Blender to cover the area for some gloves.

But once i apply this to a material in Unity it gives a distorted UV map.

I don’t understand why the exported uv map doesn’t align nicely with the FBX, or how to fix this so that it alignes nicely.
Anyone got any idea? (sorry the pictures didn’t automatically embed, but do work in the links)
Do you have more than one UV channels? If you do, sometimes Unity loads them in different order than you expect so it may be using different UVs than the ones you intended.
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Anything involving the world “Smart” from another product’s realm is going to be at odds with everything Unity.
And then there’s the fabled battle between Blender and Autodesk over FBX to consider, wherein each has their heels stuck firmly in the ground, and their chins raised to headbutt the other at any given opportunity.
Simple, minimal, stupid, naive UVW mapping and animation ONLY sure to work.
And some unwanted advice: unless you’ve got unique tattoos on left/right arms and legs, just use one for both arms and both legs. This doubles your resolution, or halves the space needed on the map.
What does your actual texture map look like? Honestly, your texture Islands are stretched so thin, I wouldn’t have expected it to look great anyway.
Make sure you have no overlapping faces, and like AcidArrow said, make sure you don’t have multiple UV channels. I would delete any extra if you have them.
Thanks for the tips.
By deleting extra / unused UV Maps inside Blender → Data (aka Object Data Properties) → UV Maps. The texture now position correctly inside Unity.
Please note that even the “Active Render” icon is ON in Blender’s UV Maps tabs. It does not mean the exported .fbx file is using that UVMap. Its seems like it is using the top one even it is not active.
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I think he means it was unwrapped using Blender’s “smart UV project” unwrapping method. Nothing wrong with using that.