I’m digging into this texture import issue between Blender and Unity.
There have been a couple of topics, including:
http://forum.unity3d.com/viewtopic.php?t=14595
The issue is, and at first I tho’t this was sloppiness on my part, that in the hand off between Unity and Blender, the placement of the textures become confused. In some original Unity testing, simple objects came in with the correct textures and materials, but they were attached to unexpected surfaces.
I tried a number of import work-arounds, including fbx export/import, but this didn’t fundamentally solve the issue with the corrupted textures/materials.
In the end I started all over again, using suggestions from the forum. I started with new files and making sure the textures were already saved in the Unity directory tree. I UV textured the faces in Blender, saving the .blend file into the Unity asset tree. This seemed fine…
… until this morning.
There was a low rez object I was using to test some additional features in Unity, and it had been working fine. I could open and edit the object in Blender, update the textures in Photoshop, the pipeline seemed fine.
This morning I opened up the object in Blender, added a bit of geometry, UV textured the new piece with existing textures, adjusted a few existing UV’s, did a save…
… and there’s the hand off problem all over again.
Unity has all the correct materials. The materials are named correctly. The materials have the correct textures attached to them. The concrete material is called concrete, has concrete.jpg attached, but it’s now assigned to a face that had been using a material called hex using hex.jpg. The hex material is now being used something else.
I can force the object to display correctly in Unity by mixing and matching the textures to the materials. Put concrete.jpg on window.material and brick.jpg on glass.material, but this seems a bit ridiculous.
A brand new file works fine. There’s a point where Blender displays correctly and Unity does not. Could this be a confusion in the Blender Data Blocks? That’s a bit of an arcane area that’s dark and forboding and very scary. Haven’t touched that in detail yet?
Any other suggestions to find a work around rather than just bashing all my materials with the wrong textures now that they seem to be mis-aligned?
Any suggestion on how to prevent this from happening?
Before:
In Blender:
After, (with a copy with some forced textures):