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UV unwrapping and texture naming In Blender For Unity Asset Store Upload

by waqas
uv unwrapping

Unity Asset Store has strict submission standards — especially for UV unwrapping and texture naming — to ensure assets are clean, modular, and ready to use. If you’re getting rejected due to “no professional UVs and texture naming,” here’s exactly what they expect and how you can fix it:


1. Professional UVs – What They Expect

Unity reviewers want:

  • Non-overlapping UVs (for baked or texture-ready assets)

  • Efficient UV space usage (no large empty areas)

  • Straightened UV islands (where appropriate — especially for hard-surface models)

  • Single UV channel for texturing, additional channels (like lightmaps) optional

  • No overlapping unless clearly purposeful (e.g. mirrored meshes, game-ready optimization)

🔧 Fix Tips:

  • In Blender:

    • Use Smart UV Project for complex models, or manually unwrap with U > Unwrap.

    • Use UV Packmaster (addon) for better UV packing (optional).

    • Use UV > Pack Islands to optimize space.

    • Avoid using default UVs (like cube projection) unless justified.

  • Bake AO/normal maps to verify UVs work well.


2. Texture & Material Naming Conventions

They want clean, descriptive, and consistent names:

  • Avoid names like Material.001 or Texture_0001.jpg

  • Use names like:

    • Truck_Body_BaseColor.png

    • Truck_Body_Normal.png

    • Truck_Body_Metallic.png

  • Material name should match the texture set:

    • Material: Truck_Body

      • Textures: Truck_Body_BaseColor, Truck_Body_Normal, etc.

🔧 Fix Tips:

  • In Blender:

    • Rename all materials before export (in the Material tab).

    • Rename textures in the Shader Editor > Image Texture > Image > Rename.

  • In file manager: ensure your exported texture files are correctly renamed before packaging.

  • Consistency is key: don’t mix camelCase, underscores, or dashes randomly.


3. Model Export Tips (FBX from Blender)

  • Before export:

    • Apply transforms (Ctrl+A > All Transforms)

    • Triangulate mesh (optional for games, but check guidelines)

    • Pack all images or export separately and relink in Unity

  • In the FBX export settings:

    • Use +Y Up and Z Forward for Unity compatibility

    • Ensure “Apply Transform” and “Apply Unit” are checked

    • Check “Include > Selected Objects” only

    • Uncheck “Add Leaf Bones”


✅ Summary Checklist Before Submission

  • UVs are non-overlapping and well-packed

  • UV layout uses space efficiently

  • Each material has a unique, meaningful name

  • Each texture has consistent naming per PBR workflow

  • FBX export uses Unity-friendly settings

  • No missing textures or broken links in Unity package

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