Problem is : most of the time I import fbx from blender the objects have two material slot instead of 1 as it should be. Usually 99% of the faces belong to material 1 but there are some which for some reason require an other slot. The object gets fully textured only if i assign the same texture to both materials.
I’ve tried to delete the old material in blender, creating a new one, but an other annoyance: no matter if I rename the mesh, the exported file, the material etc, the new exported mesh gets the material setup data from the first import… why?
And why is the material in unity named after a texture in blender? I know that the problem is linked to that the faces on the uv map seem to be assigned to different image in blender, but why? Seems so unlogical to me. If I select every thing in blender and choose an imgae for the uv map it doesn’t solve anything. if I just choose those 1% faces which appear to be mapped to an other image and choose the one where the majority belongs, now that solves it, but I can’t see the logic.
“I know that the problem is linked to that the faces on the uv map seem to be assigned to different image in blender, but why? Seems so unlogical to me. If I select every thing in blender and choose an imgae for the uv map it doesn’t solve anything.”
I don’t know why but, for some reason Unity uses the uv-texture assigned in blenders UV Editing-mode not (only) the one at the texture tab. Go into UV Editing mode in blender and check if all your faces have the same texture assigned (look at the bottom of the window, there’s a drop-down menu where you can choose the texture for UV-Editing) and assign the right image there. Make sure there isn’t the same texture multiple times (with .001, .002, etc.).
this problem is form the object having two textures in one material, unless you have a custom shader in unity that can define multiple textures in one object, then it will create a material per texture. the best way to solve it is to take faces off of the mesh that have different textures by using p