This is wierd. When I try and put a texture on a normal object like a sphere or a cube, the texture applys fine, but if I try and put it onto an abstract shape like a landscape it just uses a color from the texture (eg, a detailed grass textures just turns light green) with none of the actual texture itself. Why is that?
Most likely it’s because the UV coordinates of the terrain are not set up properly. Primitive shapes (cubes, spheres, cylinders) already have a default UV mapping applied to them. For something like a simple landscape without too many steep slopes a planar projection should do the trick. If you’re new to UV mapping objects do a search in you’re 3D app’s manual.
Thanks for the tip! I took about an hour to look up UV Mapping in Blender and put my newfound knowledge to work and it actually turned out better than I even originally wanted it to.
Good deal , I’m glad that fixed the problem. Welcome to the arduous world of UV mapping ![]()
Off topic sort of… anyone interested in topology should check out this NYT article from today’s Science section. Always interesting to get some perspective into the insane mathematics that help build our artistic creations ![]()
Exporting an object to fbx from Cinema 4D 9.1 with UV Layout, but without a texture assigned to it, will actually not take the UVs with it. So assigning a texture later in unity will lead to the same problem as Moldorma had. Just to mention.
Exporting to obj from Blender works perfectly because it saves the UV with it.
FYI, you don’t have to export from Blender… Unity will read in the .blend file just fine.
-Jon
True. I did know that, because I used my M16 model as a plain ol’ .blend. I just didn’t even think about it at the time. It just seemed natural to export. :?
Exporting an object to fbx from Cinema 4D 9.1 with UV Layout, but without a texture assigned to it, will actually not take the UVs with it.
same thing from lightwave. must be an fbx thing? you have to assign an image in lightwave for the uvs to come through. you can change the image later in unity… can’t have too much knowledge in every thread ![]()
glad you got it sorted out moldorma!