Model without uv, adding texture?

Hey,

I have kind of stone that I made in blender.
I didn’t make UV mapping, it is unnecessary, my texture is just stone texture.
Ok, so when I import Model to unity and random texture (stone in this case).
I put stone model on the map and then I drag and drop texture on the model and I get this:

So basically I don’t get texture on my stone but some ugly grey texture

So is it possible to put texture on the model without uv mapping? Which is not necessary?

Greetings basicme2

I’m pretty sure a model does need a UV map for Unity to be able to apply a texture.

Owkeee.

I’ll wait for more answers.

Even if Unity let you apply a texture without setting a uv map, what it would really be doing is just picking a default uv map for you.

If you go back to Blender and use Smart UV Project that gets pretty good results without a lot of effort.

Yea I know, but the problem is that my stone have many polygons so if I create Smart uv I get this…

It is few hours of work, to make clear uv texture…

Link doesn’t work for me.

Yea,

Sorry, here you are.

bump

Yeah, but does it look okay when you import the model into Unity and apply the texture?

You could try the other methods until you find one that looks mostly like what you want. If it turns out none of the default Blender unwrapping methods get the result you want, it’s not likely that Unity would have done any better picking a default method.

I REALLY suggest you learn how to properly model, uv map, texture etc before doing anything else. Read the manual, watch videos and educate yourself. How do you expect to get anywhere if you don’t know how to uv map?

If you want a texture to show up using standard shaders, UV mapping is absolutely necessary.

–Eric

Hi Arczi, I’ve been searching on google for answers to this same problem. I have a complex mesh (cave like structure) and need to texture it with some stone texture i found online. Its pretty complicated because i would need to separate the cave into sections and UV unwrap every part and make very large baked textures, which would occupy a lot of memory. When dealing with these things, Triplanar mapping is your way to go, specially with organic like structures that use simple, noisy textures like stone, rock, dirt… which are easy to blend without much visual problem.

I suggest you take a look at triplanar mapping and how to implement it in unity, specially if you have other issues like this.