Anyhow, I’m kind of a noob in modeling, but texturing is even worse!!..I just made a low-fi luggage model to use in a game I’m working on, but the texture in unity looks rather wrong. Model was made in blender with mirror tecnique to use as much space of the 64x64 texture as possible, but there seems to lay the problem, since texturing works just fine if I don’t mirror in blender.
here’s some picture, in blender the model looks fine, but in unity seems like something is overlayed on some part of the model…it’s similar, but different:
blender editor (right colors and texture disposition):
I guess I just made something wrong during the export of the .fbx or I just have to modify some setting but I just can’t figure it out and can’t find any reference…
Could be related to texture compression. Does it “fix” the problem if you don’t compress that texture? If not, can you upload the blend/fbx file and the texture somewhere?
Texture file is a .psd, I tried to merge all layers and re-export but no luck, then I also tried a .png file and a compressed .jpg file which, is a bit different and more similar to the original but not completely…seems like a problem with alpha or something…can’t upload files right now, maybe later today.
yay I made it! I had to change compression settings in unity in the texture menu → Override for standalone → truecolor instead of compressed…thanks for the help, stuff is always hidden somewhere damnit!
I’ll post te setting just in case someone else will need it in the future:
Sorry I wasn’t more specific on “compression”. I actually meant that setting in Unity. But good to know it was related to that. Wouldn’t really have had a clue what else it could be.