How to import something from Blender to Unity without UVs

Hi

I’d like to create some simples Meshes for Stones, and have a Texture repeated over the whole mesh… seems to work fine in Blender, but in Unity the texture won’t show up until I define some UV Mapping for the mesh, and this then creates ugly seams because the Texture doesn’t match the UVs.

Is there any way to really use tiled textures on an arbitrary mesh in Unity?
I know this was asked before, but the answer (to increase the tiling setting) doesn’t seem to help against the ugly seams caused by the UV Mapping.

Thanks for the advice

Gian-Reto

You must unwrap the models in Blender and then bake the procedural texture to this UVs, so you get a UVmap with the rendered procedural texture well applied to it. I have done it a lot of times and it works perfect.

That did it, thanks!

Now I get good results with a diffuse bump mapped shader, but the parallax shader doesn’t seem to like my height map somehow… the UV Edges get very pronounced (creating a ridge along the UV Seams), which doesn’t happen with the bump mapped shader… any idea what might cause this?

Anyway, I’ll stay with the bump mapped shader for now. Thanks again!

Okay I think I found the problem… needed bigger margins for the bake of the texture before opening the texture in crazy bump to create the normal map… for some reasons the back ground defaults to black for the texture bake image, which of course lets the created normal map bend the normals downwards along the edges, if the margins are not chosen big enough.

Maybe I’ll give the parallax shader another try…

Yes, good margins for the baking process is always better for not getting artifacts at the seams.

You could always use 3d Coat and use ptex haha :wink: