Unity Community


Results 1 to 9 of 9

  1. Location
    Ann Arbor, MI
    Posts
    36

    Blender Submeshes

    I made a big ol' mesh in Blender, and then decided that I should apply different textures to different parts of it in Unity. I went back to Blender and used "Split" to create (I thought!) submeshes.

    However, when Unity reimports the .blend file, there is still only one object and one mesh listed in the Project hierarchy, and I can't texture them separately.

    Am I skipping something obvious, or is there some other piece of the puzzle I'm missing on the Blender side?


  2. Location
    32.71 N, 117.15 W
    Posts
    5,419
    Hmmm... Not sure about "split", but if you select the faces you want in a new object in "Edit Mode", then go to "Vertice" => "Separate", that will create a new object with just those faces. You can use this to break your mesh into several pieces and apply different materials to each in Unity. Is that what you are trying to do?

    EDIT: Ok, I just figured out what you were doing. AFAIK Unity can only assign one material per "object" in Blender, so you have to break your mesh into separate objects using the method I described above. What you were doing was to use the "Split" button in the "Mesh Tools" panel in Edit Mode. "Split" separates a group of faces from a mesh, but it still remains part of the same object. I hope I explained this well enough as it's probably a little confusing trying to understand the difference between the two. Basically "split" breaks up a mesh, but it remains part of the same object. "Separate" breaks up the mesh into separate objects. Hope this helps...


  3. Location
    Tucson, AZ
    Posts
    849
    For those 3d apps that can create multiple UV sets for their meshes, what's the performance advantage in having multiple materials on one mesh compared to multiple meshes each with their own material. I ask because I'm rubbish at creating "atlas textures" and sometimes default to making unique textures for, say, the floors, walls, doors, etc. of a building.


  4. Location
    Hamburg, Germany, Planet Earth
    Posts
    234

    Re: Blender Submeshes

    Quote Originally Posted by Ajaxamander
    ...
    However, when Unity reimports the .blend file, there is still only one object and one mesh listed in the Project hierarchy, and I can't texture them separately...
    I run into the same problem with Blender. I wonder if this is a Blender internal problem or a problem of the .blend-importer of Unity.
    Would be interesting to know...

    I also like it much more to "split" the UVs.


  5. Location
    Ann Arbor, MI
    Posts
    36
    Quote Originally Posted by bigkahuna
    Hmmm... Not sure about "split", but if you select the faces you want in a new object in "Edit Mode", then go to "Vertice" => "Separate", that will create a new object with just those faces. You can use this to break your mesh into several pieces and apply different materials to each in Unity. Is that what you are trying to do?
    Thanks BK! That's exactly what I was trying to do. It totally works now.


  6. Location
    Oklahoma City, Ok
    Posts
    33
    Does this mean that in order to say, apply a different wallpaper material, you'd have to make each face a totally new object? I'm new to blender, and I'm finding doing this makes the sheer number of objects overwhelming...

    or shoudl i be UV unwrapping a building, all its walls and floors...?


  7. Location
    Witney, UK
    Posts
    2,460
    Ouch, nice 5 year bump.

    .....


    And yes you would have to make a separate object for each.
    http://fishman92.carbonmade.com/ Portfolio
    @fishman92
    Need anything done? Great rates and speedy service. Contact me on skype @fishman.92.


  8. Location
    Oklahoma City, Ok
    Posts
    33
    thank you fishman

    i have one more noob question.

    I have imported my asset - its a building. all the materials are being assigned to the right parts. However, not textures are appearing. I am reassigning them to the materials in unity- and there they are in the unity editor. They are diffused bumpmaps, so there are two images per material. pulling them right out of filter forge. the diffuse is the color info, and the bump is that blue-hued image. They even appear correctly in the unity engine's details pane - that is: they are projected onto the sphere that shows your material.

    but when you put it in the game? it only shows the base color. The textures don't appear on the face of the asset. I can adjust the color.

    the asset comes from the raw .blend file. perhaps i am overlooking something foolish?


    EDIT: I found the answer.. its very stupid actually.

    .. I needed to add UV information. I was able to see it all in the preview but since it had no UV info, wouldn't work. Every tutorial i find covers like, irregular objects - I'm looking for stuff for like, walls in a building. I thought you only had to unwrap complicated shapes, but even a simple plane needed it... I simply did it for each object... took a while. Does anyone know of a way to unwrap every object at once, simply to add the UV information? Is this pretty much how its done? Seems tedious.
    Last edited by the_Simian; 04-14-2011 at 08:53 PM. Reason: solution

  9. Volunteer Moderator
    Posts
    23,719
    No, you don't need a separate mesh for each material; the point of submeshes is that you only need one mesh. The performance is basically the same as if you used multiple meshes, but it's more convenient. Assign a different texture to different parts of the UV map in Blender (you don't need to split anything), and then you get one material in Unity for each texture. As for the "base color" thing, you have to UV map the mesh in Blender to begin with.

    --Eric
    SpriteTile: new tile system that works seamlessly with Unity 4.3 sprites
    FlyingText3D: dynamic 3D text with TTF fonts | Vectrosity: fast & easy line drawing
    Nifty utilities! Stitch terrains together - runtime model importing - file browser - fractal landscapes

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •