file in Blender and Unity look different. note that the head and the body have the same material.
and by taking out the animator modifier in blender can fix it.
Blender and Unity have totally different renderers and shaders are not compatible between them. Also I don’t believe that the FBX format actually saves a lot of material properties. Basically (aside from the most basic elements like albedo map and base color) Blender materials just don’t work outside of Blender.
For Unity, you’ll need to recreate the effect from scratch.
Agreed. Here’s my Blender3D and Unity3D workflow docs. You absolutely cannot get anything useful out of material work in Blender3D, or if you do it will be entirely coincidental and very simple.
When I work in Blender3D for Unity3D use, I follow these organizational rules:
use Empty Blender Objects as folders: they come out as an extra GameObject
ALWAYS parent everything to a single Empty, even a single object
ALWAYS apply all Scales and Rotations on every Transform throughout your hierarchy.
put as few objects in a given .blend file as possible, combining them in Unity into a prefab
REMOVE unnecessary items (Light, Camera, etc.)
use good names for your Blender3D objects and NEVER RENAME them after Unity sees them
don’t even think about final Materials or Textures in Blender. Set the mesh to use N different materials, but always set up the materials within Unity and disregard what gets imported.
Costs of using Blender files directly vs exporting to FBX:
Unity imports Blender3D objects as FBX via a little Python script:
The Python script that Unity uses (substitute your Unity version number or search) to import: