
- #Texture not showing up fbx unity how to#
- #Texture not showing up fbx unity windows#
You can find them on your computer where you've installed "Unity Projects / DefaultResources". If you've never created your own shader before, you ought to start with one of the starting shaders.
Edit your model so that you don't have the back-side of any planes showing (which includes re-modeling, re-unwrapping, and re-texturing) or įortunately for you, the second option is probably quicker than having to remodel your object. You'd think Unity would have an easier way to solve this. Though there is one more annoying thing about Unity's materials. This is where you can drag that little ball that represents your material from the projects folder onto the model in either your hierarchy or scene. Now your material has some data in it, ready to be used, and it's not just empty! It will ask if you would like to convert it. Simply drag and drop your diffuse map in the slot for "Base - Gloss" and your bump map in the slot for "NormalMap." Unity will prompt you at this point, telling you that the texture you put into the NormalMap slot isn't set as a NormalMap type. If you had a really simple object that only required a diffuse map, then you could just use a "Diffuse" shader. The one I prefer to use is called the "Bumped Specular" because it allows me to have a diffuse map and a bump map (with the data for my AO map and spec map inside my diffuse map's file). There are a LOT of shaders to choose from. I will briefly cover the creation of a custom shader in the double-sided materials section. When you're at this point, the first step to do, before plugging in any textures, is choose the shader. This is a blank material in Unity's inspector window. This is the file you'll be using as "diffuse" or "base" and the one that I'll be referring to as "diffuse" from now on. Unhide the other layers, and save the file (targa is probably best since it will keep the channel data). Paste your spec map on that layer, and only that layer. Click the button for a new layer, and "Alpha" will automatically be that layer, visible, hiding all the other layers, and black for some reason. #Texture not showing up fbx unity windows#
Go back to your diffuse map, and go to your channels window (if it's not already visible, click Windows > Channels).Copy your entire spec map into your clipboard (that's another way of just saying "ctrl + a" followed by "ctrl + c").Open your spec map (also a single layer, please) in Photoshop.Open your diffuse map (single layer, please) in Photoshop.
#Texture not showing up fbx unity how to#
How To Add your Spec Map As An Alpha Channel If you already know how, you can skip the next mini-section and continue on with the tutorial. When you're texture maps are completed (and preferably merged onto single layer of their own file), you can copy and paste the spec map you made onto the alpha channel of your diffuse map's psd file. Those are referring to the channels within that file. You'll notice that it says (RGB) after base and (A) after gloss.
This is the single slot for the "base" and "gloss."