Materials not being found

I have a switch case statement that defines the colour a block will be once it’s created based on a custom type:

	public BlockTypes blocktype = BlockTypes.Red;
	
	// Use this for initialization
	void Start () {
		MeshRenderer m = GetComponent<MeshRenderer>(); //getting the mesh renderer of the current object
		
		switch (blocktype) { //looks at the colour of block by type
		case BlockTypes.Red:
			Debug.Log("Red");
			m.material = Resources.Load("Materials/bRed") as Material; 
			//setting the material of the meshRenderer
			Debug.Log(m.material.ToString());
			break;
		case BlockTypes.Blue:
			Debug.Log("Blue");
			m.material = Resources.Load("Materials/bBlue") as Material;
			Debug.Log(m.material.ToString());
			break;
		case BlockTypes.Yellow:
			Debug.Log ("Yellow");
			m.material = Resources.Load("Materials/bYellow") as Material;
			Debug.Log(m.material.ToString());
			break;
		}
	}

As you can see ‘blocktype’ defines the colour of the block using the switch case statement. The problem is that these materials are not being found/displayed. The paths are names are all correct, so I’m not sure what the problem is as there are no errors. The debug log at the before the breaks shows that the block has the standard “Diffuse” material.

Any help would be appreciated.

You need to have you need to have your materials folder in a folder called resources for the Resources.Load to work.