Multitexture with transparency

Hi

In the past weeks I modelled a big Soccer Stadium ( I use blender for modelling / texturing). My Model turns out to be quite efficient since it relies on a rather small number of polygons. However, I have a problem with the texturing in Unity, since my multi-texturing from blender is not being accepted by unity.

Here is what I wanna do and why:
This Stadium will be used in different instances, showing different time periods. In fact, there isn’t too much that changes over time. The main element of change is a colour scheme on top of the concrete of the stairs. Since the stadium is so big, the most efficient way is to loop a tilable concrete texture for the main ground and put the colour-paint on top of that with another texture.

a ) this allows me to define different material-reflections for paint and concrete
b ) When I want to change the time period, all I need is to remove the (rather small) paint texture
c ) I don’t need to draw several gigantic 4096 pixel textures and swap them only for the the color of a few corners. The alternative would be subdividing my mesh unnecessarily.

I know that a lot of people would tend to hard-draw all this as one or a number of textures and swap them, but this is very inefficient, since it takes way more memory. And on top of that, it means a lot of frustrating puzzle action with my UV maps. And it wouldn’t really solve my problem, since there are other places in my model that need this technique as well. Like forest roads. I need to give my tarmac a little dirt on the side where it borders the forest. I could draw this all as one piece, but it would result in bigger textures or more unnecessary subdivision in my mesh. Probably both, since 4096 pixels is a joke for a stadium tribune of about 80 meters length.

Since multitexturing works so well in blender (and I know that it DOES work somehow in unity, since I managed to achieve that some time ago with a simple test cube), I hoped that someone could explain to me how to do it correctly.
As of now, all translucent parts of my texture are rendered in white and black pixel garbage. I guess I am doing something wrong. Obviously I have a lack in knowledge when it comes to layering in Unity.

I attached two screenies to show what I mean. The fist shows how it perfectly works in an example in Blender, the second shows the pixel garbage that unity makes out of this.

Thx for the help :slight_smile:

greetings from germany


1499740--84302--$DemoUpdatePic18.jpg

Ok then,
I found the answer by myself. (see attachment, it really does work)

But I find it strange that not even one forum member gave me an answer whatsoever. I am somewhat disappointed. Two days up but no further questions, no suggestions, no interest in solving my problem — at all— . bummer.
I got more feedback from the german unity fan forum than from the official forums… which is a pretty poor service imho. I mean, I found the solution by myself now, but what if I hadn’t? Mods, experts, enthusiasts… where are you when needed?
I dont wanna be rude I just wonder how that is possible while some people answer really easy questions from other users.

Anyway, this is how multi texturing looks like in unity (see attachment). It even works with specular rendering…