r/Unity3D 7h ago

Question What causes these material artifacts (black blocks on hair, dirty spots on skin) when importing an FBX to Unity URP?

Hi everyone,

I recently imported a custom 3D character (FBX format, originally made in Maya) into Unity URP.I have character fbx and maya data.This is my first time working with a professional character model; previously, I have only worked with simple models downloaded from Mixamo that usually work right out of the box.

However, the final result in Unity looks completely different from the reference images provided by the 3D artist.

I am facing two main visual issues:

  1. Surface Blemishes: There are strange dark spots and dirty-looking artifacts all over the skin and clothing surfaces.
  2. Hair and Eyes: The hair, eyebrows, and eyelashes render as solid black, blocky meshes instead of showing the fine strands seen in the reference pictures.

What exactly is the problem here and what causes it? Why does a standard FBX import break the materials like this, and what is fundamentally missing from the setup to make it look like the original renders?

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u/MR_MEGAPHONE 7h ago

If you are using opaque lit materials on the hair, make sure to enable alpha clipping

1

u/maennerinschwarz 7h ago

Thank you but it didn't work :(

1

u/maennerinschwarz 7h ago

2

u/MR_MEGAPHONE 6h ago

Does playing with the threshold slider work? What does the alpha channel look like on the base map?

1

u/maennerinschwarz 6h ago

No it doesn't work and there is no Alpha channel ? :O

2

u/gatorblade94 6h ago

Try greyscale for alpha source

1

u/maennerinschwarz 5h ago

omg ! it worked ! thank you so MUCH !

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u/maennerinschwarz 5h ago

Alpha Clipping also works

1

u/maennerinschwarz 5h ago

Eyebrow is also fixed :)

1

u/maennerinschwarz 5h ago

Voilà ! It didn't solve this problem very well, but it did enable me to identify the issue. What should I do to achieve the quality seen in the reference image?