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I'm still new to Blender (3.6.4) and my first project is fairly simple - a scaled cube with two separate materials. I added RGB base colors while I adjusted the UV map, and then switched them for an image texture before exporting; however, the texture was tinted with the old RGB color.

I tried removing the images and setting a new RGB base color - these look as expected in the material preview (both in the 3D view and material properties):
Result in Blender

However, when exported (both .fbx and .dae), they still show the old colors. In Windows 3D Viewer, it shows them as the main and specular colors, while Unity shows it as the albedo color when imported:
Result in Unity

How do I fix this, so it stops showing the old color?

Zackary
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    https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures – Duarte Farrajota Ramos Sep 28 '23 at 21:39
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    @DuarteFarrajotaRamos That did it, albeit with a lot of confusion as my embedded materials/textures were importing and the RGB node's "default value" is separate from the one underneath (which it hides). – Zackary Sep 28 '23 at 23:28

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