The texture can be unassigned from the selected faces by clicking the X at the Image selector. The faces without a texture assigned receive an unnamed default material in Unity 3D.The textures can be quickly assigned to the selected faces by using the Image list.The Source field points to the image file assigned to the selected Image object.The available images are listed when clicking the Image icon. When a texture is loaded an Imagedata object is created for it.The faces without a texture assigned will receive an unnamed default material.Each material takes the name of its texture. In Unity 3D a material is created for each texture that is assigned to the material.The focused face is displayed with a different shading. The UV Editor shows the texture assigned to the focused face.Only the faces selected in the UV Editor receive the texture.Select the face or faces you want to assign the texture to.Note: If the material in Unity 3D doesn’t receive a texture, then ensure there isn’t a Material in the Blender scene with the same name.
You can open them for editing by double-clicking the file in Unity. blend files inside the Unity project’s Assets folder (or a subfolder inside Assets). Blender properly installed in the system.Also, when issuing those commands, make sure you position your mouse inside the UV view, NOT the 3D view – otherwise you’ll change the actual geometry instead of the UV coordinates. Notice that the UV map as such does not change visually, nor should it: we want our texture to remain in the same place. This will scale our selected faces along the X axis and inverse-stretch them, thereby flipping the image. We can fit this phenomenon with the scaling command: S X -1 (followed by return). Fixing mirrored texturesīlender may also flip or mirror textures when packing islands, in which case my picture could appear like this: This will rotate the selected faces by 180 degrees, turning them upside down. It’s very easy to fix rotations: select the faces in question (either in the 3D view or the UV view), then hover somewhere inside the UV view and use the standard rotation command: R X 180 (followed by return). I used the Pack Islands feature though, and in that case Blender may rotate islands randomly to maximise the space of the UV Map. What had happened? The UV map looked OK, did I make a mistake? Did Blender make a mistake? Nah, neither was true. When I originally added the texture file after unwrapping, the crab was displayed upside down, like so:
Take the above example of a simple frame with a picture in the middle. Instead it may appear rotated or mirrored (flipped). When you’re UV unwrapping in Blender, it can sometimes happen that a texture doesn’t show the way you had intended it to.