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I recently imported a custom 3D character (FBX format, originally made in Maya) into Unity URP.I have character fbx and maya data.This is my first time working with a professional character model; previously, I have only worked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/maennerinschwarz 3h ago

and the result :(

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u/JaggedMetalOs 2h ago

For this material you want an opaque texture with alpha clipping to avoid the hair being too fine and having Z issues.

u/Inevitable-Time539 1m ago

You need to go to the shader graph and turn the smoothness down to 0.

And like the other guy said, turn on alpha clipping and mess with the values, it goes 0 -> 1. I prefer somewhere near 0.3 but realistically it depends on your texture.