Proper uv importing mapping

Hi!

When importing some models from external packages or model repositories (i.e. turbosquid, etc.) into unity, with the textures (diffuse, normal, etc.), intact, sometimes when re-combining the materials or textures with the model, they will not map properly to the object in the scene.

The model, however, imports fine.

What causes this?

I’ve noticed that it’s not always consistent, even among different file types.

Depending on what you are doing you might be merging the UVs together as well so that the whole model that should be mapped with different materials is now mapped with only one across the whole geometry. Hard to tell in the way you describe. You are very vague with what you are doing and what exactly is “wrong”.

Geometry always imports independant from UVs and also correctly across all the supported formats.

That sounds like it may be the issue, but I’ll be more specific.

I am…

Importing a model (say, obj) from turbosquid, it includes textures.

I place the model into the scene.
I then either drag drop the texture/material that comes with the model onto that exact object
The texture does not map correctly. It’s all weird.

To attempt a fix I create a new unity material with that texture popped in and try to drag/drop that.

Still does not work.

Not all models have this problem. Why would they?
What causes it?

Need any more specifics?

Motion, if what you said IS the issue, how do I solve it?

Thank you.

Again - it depends. I am not tooo familiar with Turbosquid models. So far I only had two to work with so my experience here is a little narrow.

That said: Sometimes the models on these model stores do not always have a dedicated Pixeltexture for the whole model. Meaning: not all models are created specifically for game-usage. Detailed Vehicles may have only a few picture textures while the rest of the model is supposed to be rendered in your 3D App with a procedural material like car paint.

Sometimes a model might come with separate textures for individual parts. If that’s the case then assigning the correct texture to the correct part of your model will solve the problem.

If the model is not really created to be used with realtime game engines then you might have to ask an artist to fix it for you. That is if you are by EULA even allowed to make alterations to the model.

Your best guess is to open your file inside a 3D package of your choice and have a look at the setup there. Usually that makes it easier to see how each model is set up. Your best guess would probably be buying assets from the asset store, though since those are made to be used with unity and are also checked by Unity staff before they are greenlighted for the asset store. Turbosquid is a mixed bag and you have to be careful in chosing your models. Not everything is suited for every use.