The basic import process for textured models
To bring a 3D model with textures into Unity, you export the model and its texture files from your 3D software, place both in your project folder, and let Unity's importer handle the connection. Unity recognizes common formats like FBX, OBJ, and GLTF, and it can automatically link textures to materials if the files are organized correctly. The fastest route is to keep your model file and texture folder in the same location within your Assets directory.
The process differs slightly depending on whether your textures are embedded in the model file or saved as separate image files. Most 3D software exports textures separately by default, which gives you more control but requires a bit of folder organization. If textures are embedded, Unity extracts them automatically during import, though you may need to adjust material settings afterward.
Key Takeaways
- Export your model in FBX or GLTF format along with separate texture files (PNG or TGA work best) from your 3D software.
- Place both the model file and texture folder in your Unity Assets directory, ideally in the same parent folder.
- Unity's importer automatically creates materials and attempts to connect textures, but you may need to manually assign textures to material slots if the connection fails.
- Use the Material Search Folder setting in the import inspector to tell Unity where to find your textures if they are in a different location.
- Test your model in the Scene view immediately after import to spot missing textures or incorrect material assignments before using it in gameplay.
Preparing your model and textures in 3D software
Before you export, make sure your model is ready. In Blender, Maya, or 3DS Max, apply all modifiers, bake any procedural textures to image files, and ensure your UV mapping is correct — Unity cannot fix broken UVs after import. Export your textures as PNG files (for transparency) or TGA files (for higher quality), and keep the texture names simple and descriptive, like character_diffuse.png or wall_normal.png.
When you export the model itself, choose FBX format for maximum compatibility with Unity. In Blender, go to File > Export > Autodesk FBX, and make sure "Smoothing Groups" and "Apply Modifiers" are checked. In Maya, use File > Export Selection and set the file type to FBX. For OBJ format, which is simpler but lacks some features, export from File > Export As and choose OBJ. GLTF format (GLB files) is increasingly popular because it can embed textures, but separate textures give you more flexibility.
Organizing files in your Unity project
Create a folder structure that keeps related files together. Inside your Assets folder, make a subfolder called Models, then create a subfolder for each model, like Assets/Models/Character. Inside that folder, place your FBX file and create a Textures
Assets/Models/Character/character.fbx Assets/Models/Character/Textures/character_diffuse.png Assets/Models/Character/Textures/character_normal.png Assets/Models/Character/Textures/character_roughness.png
This organization helps Unity find textures automatically and keeps your project clean. If you have many models, repeat this pattern for each one. Avoid putting textures directly in the Assets root or mixing models from different sources in the same folder.
Importing the model into Unity
Drag your FBX file into the appropriate folder in your Assets directory, or right-click in the Project window and select Import New Asset. Unity immediately processes the file and creates a model prefab. Click on the model file in the Project window to open the Import Settings panel on the right side of the screen.
In the Import Settings, go to the Materials tab. You will see options for "Location" and "Naming". Set Location to "Embedded Materials" if you want materials stored inside the model file, or "External Materials" if you want them as separate files you can edit later. For most projects, External Materials is better because you can tweak material properties without re-importing the model. Check the "Material Search Folder" field — if it is blank, click the folder icon and navigate to your Textures folder so Unity knows where to look.
Leave the other settings at their defaults unless you have a specific reason to change them. Click Apply at the bottom of the Inspector. Unity re-imports the model and creates material files in the same folder as your model.
Checking and fixing texture connections
After import, open your model in the Scene view by dragging it into the scene or double-clicking it in the Project window. Look at the model — if textures appear correctly, you are done. If the model is white, gray, or shows placeholder colors, textures did not connect properly.
Click on the model in the Hierarchy, then look at the Inspector. Expand the Materials section to see which materials are assigned. Click on each material to open it in the Inspector. In the material, you will see texture slots like Base Map, Normal Map, and Metallic. If these slots are empty, click the circle icon next to each one and search for the corresponding texture file in your project. Drag the texture from the Project window directly into the slot if you prefer.
If textures are assigned but look wrong — stretched, inverted, or too dark — the issue is usually in your 3D software, not Unity. Go back to your original file, check your UV mapping and texture orientation, re-export, and re-import. If only one texture is missing, you can assign it manually without re-exporting the whole model.
Working with different texture types
Unity uses different texture slots depending on which material shader you choose. The default Standard shader uses Base Map (diffuse color), Normal Map, Metallic, and Smoothness. If your model uses Unlit shader, it only needs a Base Map and ignores lighting information. Specialized shaders like Hair or Skin have their own texture requirements.
When you assign a texture to a slot, Unity may ask you to set its Texture Type. For color textures like diffuse maps, leave it as Default. For normal maps, change it to Normal Map so Unity applies the correct compression. For metallic or roughness maps, set it to Default but turn off sRGB (Color Space) in the texture import settings, because these maps contain data, not colors. You can change texture type by clicking the texture file, opening its Import Settings in the Inspector, and adjusting the dropdown at the top.
Troubleshooting common import problems
If your model imports but appears black or invisible, check that you have assigned a material and that the material has a shader selected. Click the material and look at the Shader dropdown in the Inspector — it should say something like "Standard" or "Unlit/Color". If it says "None", click the dropdown and choose a shader.
If textures are assigned but the model still looks wrong, the issue may be lighting. Add a light to your scene — go to GameObject > Light > Directional Light — and position it to illuminate your model. Some shaders require specific lighting to display correctly. If the model is too bright or too dark, adjust the light's intensity or the material's Base Map color.
If you see a pink or magenta color on your model, Unity could not find a texture file. Check that the texture file still exists in your Textures folder and that the path in the material is correct. If you moved or renamed the texture, click the circle icon next to the texture slot and re-select the file. If the texture file is truly missing, you will need to export it again from your 3D software.
Frequently Asked Questions
Can I import a model with textures directly from Sketchfab or another online source?
Yes, many models on Sketchfab come as downloadable ZIP files containing the model and textures. Extract the ZIP, organize the files as described above, and import them into Unity the same way. Check the license before using — some models are free for personal use only.
What if my textures are embedded in the FBX file instead of separate?
Unity extracts embedded textures automatically during import and places them in a folder next to your model file. You can then reassign them to materials if needed. If extraction fails, export the model again from your 3D software with textures as separate files.
Do I need to use FBX, or can I use OBJ or GLTF?
FBX is the most reliable for complex models with multiple materials and animations. OBJ works for simple static models but does not support animations or multiple materials well. GLTF (GLB) is modern and can embed textures, making it good for web and mobile projects. Choose based on your model's complexity and where you plan to use it.
Why do my textures look different in Unity than in my 3D software?
Unity uses different lighting and color space settings than most 3D software. Make sure your textures are in sRGB color space (the default) and that you have added lights to your scene. Adjust material properties like metallic and smoothness values to match your original design.
Can I update a model's textures without re-importing the whole model?
Yes. Replace the texture file in your Textures folder with a new version of the same name, and Unity will automatically use the updated texture. You do not need to re-import the model file itself unless you changed the geometry or materials.