I watched a video once and I believe the correct approach is the import the mesh then attach the texture in the mesh in unity separatly. In the properties of the mesh there is a square thingy where you drag-drop the image.
I don’t remember exactly and I don’t have Unity installed. Look for it.
Yes, it seems that .Obj and .Fbx are the two options, but that didn’t end well either. It must be that I don’t define the material in the correct way so that Unity can pick it up. Decal doesn’t work, Picture material doesn’t work, so I don’t know what more to try. I have not dealt with material and textures before so all this stuff is mostly gibberish to me. But I will try some more tricks before I give up.
Hm, FBX actually works, sort of (I still need to import the picture separately though) but, the mesh is rotated 180 degrees round the flipped Y (up) axis.
So, after import I need to rotate the mesh, but then the directions of the mesh is bananas (red X should point to the right and blue Z in the opposite direction as well. Plus the fact that the mesh stands vertical (rotated -90 about X on export). The export seems completely messed up.
So after rotation 180º about Y the mesh “looks right” but the axes & the gimbal is wrong:
This need to rotate 180º seems to me to be a bug in the R6 fbx export. What would @pascal say about these rotations?
Here’s the FBX export settings from Rhino which I used for the above:
This is how it comes in when importing into Unity (this view is from the “back side” of the vertical mesh. Compare the Gumball’s X (red) axis with the World axes in the upper right corner (everything is wrong, we have Z up and X is flipped…