I’m having an issue where basically it seems the pants of my model are rejecting UV coordinates.
I honestly have no idea what’s going on, the material being used is basically global to the model in question, and every other part of the model is rendering correctly. Global meaning the parts of the model use the same material within Unity and Blender.
As reference, it should look like this on the pants.
As you can see in this picture, everything is perfectly fine in Blender.
It just seems something is getting lost in the export process, or something.
If anyone has any ideas as to what the issue may be, do let me know. I would greatly appreciate it!
can you show the uv layout of the back of the pants with the texture overlaid?
That is really odd looking - almost looks like the edge loops of the bottom of the legs are accidentally aligned - horizontally down, which would cause stretching.
Maybe just try to temporarily reposition the leg UVs in the UV layout and reexport.
Just to see if there is some type of error in the UVs that is getting corrupted on export/import.
@Hypocrita_20XX
Can you make a tiny Unity project which contains the pant and dependencies?
I will help you take a close look on it and check the problem.
As per request, I tried moving the UVs, however that produced the same results. I also made a new project just for the pants and still no luck, unfortunately. Lastly, I tried unwrapping them again, but that also made no difference within Unity.
I’ll be looking more into it today, however.
EDIT: I think I found the issue: somehow there were multiple UV sets within Blender, and as best I can tell, Unity was basically picking at random which ones to use. For instance, you would have the correct diffuse map with an incorrect AO/specular/normal map, all of which on different UV coordinates.
The first step in fixing was to delete the UV sets that weren’t needed or being used (one of which showed, very clearly, the issue with the pants taking on the material of the chestpiece.)
The next step involved unwrapping them again onto the same diffuse map, and ensuring my materials respected this change in UV maps.
Lastly I just had to remove the other maps and only have diffuse within Unity, and it seems like I’ll just need to go back in and do a re-unwrap for all the maps for it to finally behave properly.
Thanks for all the help, and take care!