Texturing a landscape...

When I make a landscape in Blender 2.62, and export it as a .obj or .fbx, and drag it into Unity, and try to material it with a diffuse shader, the texture I use for the diffuse shader appears perfectly in the preview window where it’s mapped onto a sphere, but only records one texel color when the texture is mapped to the landscape. I tried multiple textures and saw the same result - no real texture on the landscape, but different single colors on the landscape depending on the texture.

So then I tried using a sphere from Unity’s built-in shapes and mapped the texture/material to it. It worked perfectly and I got to see the texture as it was meant to be seen, instead of just seeing a solid color.

So what’s the problem? UVs on the landscape export or something?

To the bottom right is how it should look. It’s a little dark but you can see the detail. Instead it looks brown.

It would seem like the UV’s are the problem. Put a simple planar/box mapping on it inside Blender. Maybe try adjusting the tiling of the material too inside Unity.

Also, you know Unity has a terrain editor inside it if you wish to use that.

I played with unwrapping and got it to work. Sort of.

Another question. I checked the framerate using Fraps and it hovers around 60 FPS. Is there any way to disable VSync in Unity (assuming it’s enabled)?

Works. Thanks.

I still have this problem. Basically if I unwrap in Blender and drag the file to Unity, it saves it as a plain color. In order to fix it I have to do a cube unwrap. I don’t think my fix is permanent.

How are other people managing with this?

If you could post a picture of your UV map in Blender then that would be a good start. Most people just use the various default unwrapping methods as a starting point (if at all), if you’ve just done a single button press and left it as it is without creating seams then with most models it will just makes a mess of things. If this isn’t the case then it’ll at least help to narrow things down and help us to help you, so to speak.

When I export a model from max it gives the model a default texture also, you have to drag your texture into the material. If the model in your scene is still not showing the texture make sure that is is updated, revert it to prefab or replace it all together. Also make sure in the properties editor of the material you have it scaled correctly. If you didn’t unwrap right sometimes you have to either increase or decrease the size of the tiling. It could be that it’s rendering your texture a billion times only really small and you need to tile like x0.01 y 0.01or it’s super zoomed in and you need to make it like x 48 y 48 or something.

I don’t like UV mapping in blender, there are better external applications for it.