Weird problem with Blender import and textures

I’m having a bit of a wierd problem with a Blender model I’m importing into Unity. The model has two objects and each has one material and texture. When I import the model into Unity, each object is converted to -two- materials, one for the bulk of the object and the other material is just the poly’s at the ends. I double checked the model in Blender and it looks OK.

If I assign identical textures to the two materials, it looks seamless in the game player. But if I delete one of the materials, the ends disappear.

Has anyone run into something like this before? Is there a way to ‘merge’ two materials into one in Unity?

do you have two different uv maps in blender? that’s the only thing i can think of that would do that… or did you just forget to assign the same material in unity?

No to both. Only one UV map and I’m using the same materials as the one’s imported. I’m beginning to think it has to do with how Unity converts quads to tri’s because I did a “convert to tri’s” in blender for one of the objects and it appears fixed. Still digging through it to see what’s going on though…

EDIT: Yup, that was the fix. The problem was caused by importing a model into Unity with quads. I converted the meshes to tri’s in Blender then re-imported them into Unity and the problem went away.

NOTE TO OTEE: You might want to add this to the documentation, I just checked and it doesn’t mention that meshes have to be converted to tri’s.

I had a similar problem with a character imported from Blender. He ended up looking like he was riddled with bullet holes. At the time I didn’t know about the quads to tris function.

I know this is a very old thread, but I just had this same problem, and I want to add that this isn’t (normally) true.

Normally you can mix quads (and other polygons) with tris in blender just fine, and they will be imported correctly,
but for some reason I suddenly had the same problem you had in one of my blend files, I don’t know what causes it, but suddenly all meshes in this file will be split in submeshes when combining quads and tris.

But I just made a new blend file and imported (append) all the meshes and everything from the broken file to the new file.
And when I import this one in Unity everything is ok, and I can combine all kinds of polygons again.
So there’s no need to convert all polygons to tris if you don’t want.