The attached character exports with incorrect UVs. I have tried both the ASCII and binary FBX exporters have this issue. I'm not sure if there is a particular material or texture option being used that causes this. I have yet to reproduce a similar error with a simple textured cube. The UV errors can be seen by importing the FBX into Unity or using Blender's FBX importer.
Description
Revisions and Commits
| rBA Blender Add-ons | |||
| rBAae74dc51cf37 Fix T40041: Incorrect UVs with FBX export. | |||
Event Timeline
To me, the UVmap from org blend file looks exactly the same as the one as re-imported from FBX by Blender… So need more precisions about what you call incorrect UVs.
Mmh… First of all, I’d suggest you attach a blend file with embedded textures, then. ;)
Also, this does not look like UV issue per-se, more like texture/material mapping issue…
Ok, found the glitch here… You are using mirrored textures (Mapping Y size = -1)… Will have a look at FBX code, but not sure this can be supported.
Ok, so exporter works OK here, I guess Unity simply does not support scaling on texture mapping…
Blender importer did not take into account texmap data at all, though, when working with traditional materials, though it can easily support offset and scaling (not rotation though).
Ah, good catch on the scaling! Unity doesn't really import texture information, but I was able to setup a material with the Y flipped (I'm guessing it was flipped for DDS textures). Thanks for fixing the importer. :)

