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Issue with Unity and applying textures


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EOcktuQ.png

 

This is the problem i'm facing. I want to ensure that these textures are applied properly (as I'm certain if not, I'm just going to have an untextured IVA if I export it to KSP), and I'm going through the steps but this is what happens. And I'm not entirely sure what step i'm missing or where in this process it would even be. Is it a step in blender? Unity? IDK!

Essentially I have these 4 textures that are supposedly UV maps, but when bringing them into unity, they do not behave as such when applied to the objects they're meant to be applied to. 

My gut tells me its something to do with the export into Unity. Perhaps in order to do this the textures need to be applied in blender first, then exported, then I can apply the materials and get teh result I'm looking for?  Sounds like it makes sense but of course Blender is about as user friendly as a gold brick to my crotch so I'm not even sure how to accomplish this. I am going to go ahead and try to do this but I wanted to reach out here because this is frustrating me.

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Hi, unity and ksp 1 texture/material per mesh, so your 4 textures needs a minimum of 4 meshes ,  although i see you have many many more than that,  for each texture create a material, drag the texture on to that, and set up the material shader properties as you want.  

Are those textures actually mapped to those parts??  as you say "supposedly uv maps"  as the uv map for pod A will not fit pod B, also if they've been converted from dds they will need to be flipped vertically to work correctly as png tga whatever

As you have so many meshes , unless they are grouped onto the texture sheets , it's going to be a pain to drag drop onto every mesh item.  If all those mesh objects are mapped to those four textures , why have all those individual meshes?  it would make mores sense, and be better from a performance point of view , to combine all the parts that share a texture into mesh groups if not one complete mesh .

Re the adding of the textures , in blender or unity will work, however if you apply them first in blender , it will export to unity ready for use, with textures and materials already sorted .

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14 hours ago, SpannerMonkey(smce) said:

Hi, unity and ksp 1 texture/material per mesh, so your 4 textures needs a minimum of 4 meshes ,  although i see you have many many more than that,  for each texture create a material, drag the texture on to that, and set up the material shader properties as you want.  

Are those textures actually mapped to those parts??  as you say "supposedly uv maps"  as the uv map for pod A will not fit pod B, also if they've been converted from dds they will need to be flipped vertically to work correctly as png tga whatever

As you have so many meshes , unless they are grouped onto the texture sheets , it's going to be a pain to drag drop onto every mesh item.  If all those mesh objects are mapped to those four textures , why have all those individual meshes?  it would make mores sense, and be better from a performance point of view , to combine all the parts that share a texture into mesh groups if not one complete mesh .

Re the adding of the textures , in blender or unity will work, however if you apply them first in blender , it will export to unity ready for use, with textures and materials already sorted .

The model isn't mine, as I agree with you that the way this one was set up is rather...ill advised. However, me and a friend on here did figure otu the issue. Apparently Unity doesn't like .dds. Converted the textures to .png and they work as they should.

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