Texture quality when exporting a model from Blender to Unity

I’m making a small game and using Blender to model/texture most objects. I’ve encountered a problem that I haven’t been able to solve for quite some time. After creating a model in blender, I create a 1K/2K/4K size UV map for different objects (depending on their “importance”). After that, I apply textures to the object in the way I need. After that, I bake these textures (specifically the diffuse, roughness, normal maps) and save the resulting images to the computer. Next, I export the model in .fbx format to Unity. Already there I pull out the materials from this model, transfer them to autodesk and enter the maps received earlier. Everything works fine except that the textures look simply bad.
I am attaching photos of the same model in blender and unity.
So, is there any way to fix this? At least get a little closer in blender quality?


What I have already tried:

  1. Disabled compression when importing into Unity
  2. Changed import settings on maps in Unity (switched resolution, billinear/point, etc.)
  3. I tried to improve the visual using post-processing (it didn’t help much)
  4. Disabled Mipmap and Gray Scale
    I’m using URP.

Look at the materials in Unity. Is Unity even applying the normal map? It probably isn’t

In general, you should just give-up on trying to import materials from other apps in to Unity. You should just import the maps and set-up the Unity materials from scratch.

1 Like

Thank you very much! I tried recreating the material in Unity without baking, and customizing it using ProBuilder. And it looks great!