#Moving objects modelled from blender to unity

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kindred vine
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Planning to move this sword that I created in blender to unity but I don't know how to go about it, the sword is made up of smaller objects and a lot of boolean cutters and I divided these objects and put is to their respective collections(as seen from the blender screenshot) If I try to import this, won't the imported object also be separated objects as well where or will it be one whole object and where I don't need to assemble it?

formal sable
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First of all, since you mentioned booleans:
Prior to exporting, you will want to make sure that all modifiers on your objects work as expected, because the export will apply them (in the exported model, that is. Your blend file won't be affected).
Second, yes, blender's scene hierarchy will persist if you export the objects. However, this won't be an issue as Unity is more than capable of importing model files made up of multiple objects.

kindred vine
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I was able to export the object from blender to unity but the materials with glow/emission effect from blender didn't have the same effect in unity, also a part of the object has a giant hole in it

formal sable
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Ah, that's another thing: Booleans mess up topology. When doing boolean operations, you always want to make sure that there is enough geometry for the boolean to work with. For one, because you will otherwise experience shading issues, but also because otherwise the boolean will create n-gons in the geometry of your mesh.
Since there's a hole in your mesh, I assume you had one or multiple booleans there, whose results Unity's importer could not handle because the geometry was too messed-up.

And Unity generally can't import materials from blender. It may be able to transfer an albedo color, but anything else (like shaders, assigned textures, ...) you will have to re-create in-engine and assign to the imported model.

kindred vine
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This is the part of the sword that has problems, the boolean that was making the holes were applied. But the n-gon that was created didn't seem to create shading issues, does this mean I need to fix the topology and reimport to unity again?

formal sable
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Yes. Unity needs to be able to triangulate the mesh.
It can very well handle quads, but I am not sure how much it is capable of beyond that.

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In that sense, my recommendation would be to make sure all of your mesh (both this object and all others) consists of only quads and triangles. If you want to be really sure how it will look after import, you could of course triangulate the mesh yourself as well. In my experience that's not usually necessary though, and quads do make it easier to edit the mesh going forward.

kindred vine
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I've fixed the topology where the error was happening and everything seems to be ok now except some objects are scaled 100 in unity even though I applied the scale from blender before importing.
Also is my approach to the topology problem acceptable? I tried to make everything triangles and quad and look clean as possible but unfortunately it looked like a mess but it worked.
There are some n-gons that I decided to leave behind since it didn't affect anything. Will these present problemss in the future?

formal sable
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Are you sure the scale was applied for all objects prior to export?
Because Unity should scale all meshes that are part of the same file equally.

The topology looks better. I do'nt know whether your specific n-gons are going to make problems in the future that's something you'll have to see yourself.
One tip though, when you do bevels like this, one of the most common ways of cleaning up topology, is to connect the bevelled vertices with the corners of the surrounding plane, instead of inserting much additional topology like you've done.

kindred vine
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Yes. I've reapplied and reimported the same object and it still has a 100 scale

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these are my export settings

formal sable
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Oh, that's what you mean.
Yeah, Unity uses different units than blender, so it'll automatically set the scale of imported objects to 100.
You can simply set the objects' scale to (1 1 1) and change the import scale in your model file's import settings though.

kindred vine
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Thanks for the help, this helped me clarify some things like the part where modifiers are applied on export and material transfer