Export from Blender to Unity

Introduction

In this arti­cle we are going to see how to export 3D mod­els, with mate­ri­als, UV maps and ani­ma­tions, from Blender to the Uni­ty engine, in which for­mat and a some use­ful tips to pre­pare mod­els before exporting.

BLENDER TO UNITY VIDEOS

EXPORT 3D MODEL AND
PACK TEXTURES IN THE FBX FILE
IMPORT THE MODEL IN UNITY
how to export 3d models in blender with textures packed in fbx file
EXPORT 3D MODEL AND IMPORT IT
IN UNITY, IMPORT TEXTURES AND
CONFIGURE MATERIALS
how to export a 3d model with texture from blender to unity

CHECK OUT THIS CRAZY EXPERIMENT

How to export a 3D model?

The process is sim­ple, being in object mode, we select the 3D mod­el or mod­els that we want to export. Then click on File > Export and choose the for­mat to which you want to export it.

In my case I always check the "Select­ed Only" box to export only the select­ed 3D mod­els to Unity.

Format to use

The for­mat I use is .fbx (Film­box), which has not giv­en me any incon­ve­nience and allows me to export the mate­ri­als con­tained in the 3D mod­el, the ani­ma­tion skele­tons, the actions defined with the Action Edi­tor and the Shape Keys. 

Things I take into account before exporting

Before export­ing from Blender to Uni­ty I try to improve cer­tain aspects of the 3D mod­el in order to have every­thing as orga­nized and sim­ple as possible.

About the names of the 3D models

In Blender's Out­lin­er we can mod­i­fy the names of objects and since those names are going to be export­ed direct­ly from Blender to Uni­ty, I like them to be as descrip­tive as possible.

In the long run, when we have many 3D mod­els in our project, orga­ni­za­tion is fundamental.

About the origins of 3D models

The ori­gin of an object is the point in the space that rep­re­sents it. The trans­for­ma­tions of trans­la­tion, rota­tion and scale of the object will be applied with respect to that point. So, in gen­er­al, we are inter­est­ed in its being in a coher­ent place in the 3D model.

The Blender 3D Cur­sor is used to change the posi­tion of the origin. 

We enter the geom­e­try edit­ing mode and select a ver­tex, edge or face where we want to place the ori­gin. Then press "CTRL + SHIFT + S" and choose the option "Cur­sor to Select­ed", to move the 3D cur­sor to the select­ed element.

Go back to Object mode, right click on the 3D mod­el, go to the "Set Ori­gin" option and choose "Ori­gin to 3D Cur­sor". This will place the coor­di­nate ori­gin of the 3D mod­el in the posi­tion where the cur­sor is.

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