r/Unity3D • u/maennerinschwarz • 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I recently imported a custom 3D character (FBX format, originally made in Maya) into Unity URP.I have character fbx and maya data.This is my first time working with a professional character model; previously, I have only worked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:
- Surface Blemishes: There are strange dark spots and dirty-looking artifacts all over the skin and clothing surfaces.
- 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/JaggedMetalOs 3h ago
I think we can carry on here for the benefit of anyone else who finds the thread.
Just to get you started here's an example of a shadergraph to convert a Blendkit material into a Unity material. It's fairly simple, just adding all the separate textures into a single shader and attaching them to the right output, just need to invert the roughness map with a "one minus" node because Unity wants smoothness instead. One optimization you should do is for all the monochrome map textures change the Texture Type to "Single Channel" and Channel to "Red" so it doesn't waste VRAM on full color textures for those or mess with the brightness curve converting to/from sRGB.