Howdy, I’ve been working with blender and Unity and this is what I do.
1). So in Blender, be sure to assign the right materials to your objects, and as you know you can assign multiple materials to multiple objects. make sure you’ve done this.
Here is a link to help with that step:
- http://www.blendercookie.com/2010/06/15/tip-adding-multiple-materials-to-a-single-object/
2) After that, you’ll need to UV Unwrap in blender. Of course, a quick and dirty way is to use the “Smart” Unwrap". However, the ‘correct’ way is to use seams. You can access these menu’s in blender with Ctrl E, for seam marking/ and clearing. Since your procedural texture will tile across the model, you should make sure the unwrap looks right in the UV editor. You can easily apply a test grid texture to see how it turns out, especially over Complicated models.
Here are two links, one simple and another more advanced on this topic.
3) Now Export the Model as an FBX, and drop the FBX into your assets folder. For ever material you had assigned, Unity makes a Materials folder, and makes an empty material. What I do at this point is add another folder called textures. Here is where we assign your textures to the slots in the materials.
Unity Does this part. Assume you had a bumpy wood texture, this consists of a normal map and also a diffuse map. For the appropriate Material (correspoinding to the fbx export), simply select bumped diffuse from the dropdown menu. Now, drag the color information to the diffuse part, and the blue-bump information to the other. You shoudl see the result appear in the Unity material preview. You can even switch between cube, spehere, and cylinder to make sure it looks right. Now, how this material tiles across your model will be determined by how you UV unwrapped from before.
If you’re unclear on this part of the process, here is a video to help:
-http://www.youtube.com/watch?v=Op10dBJ69dU
Now do this for every material!
You might have to play with the repeat setting in the Unity material editor to make it look correct. For htings like metal and glass, there are other texture types that will work. Specular, for example, will give you shiny stuff. More on that here in the Unity manual on textures.
-http://unity3d.com/support/documentation/Components/Built-in%20Shader%20Guide.html
Read a little here on the texture types, to bring it all together like you like.
Edit: so did this answer your question? Do mark it as answered if so.