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Given that I don't have the basic concepts to work with 3d, I would still like to experiment and learn.

What have I done:

  1. I imported an SVG of the world map into Blender
  2. I extruded the SVG
  3. I converted everything to mesh
  4. I exported the FBX and imported into Unity. Great, it works!

I then created a flag shader (following a tutorial), India in this case, and then applied the material to the India mesh.

enter image description here

The result is that it applies to the wrong faces! Obviously I wanted it to apply to the surface, not the extruded side.

enter image description here

What are the notions I'm missing, how do I correct this dynamic?

Thank you.

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    \$\begingroup\$ You need to set up a UV unwrap in Blender before you import the mesh into Unity. \$\endgroup\$
    – DMGregory
    Commented Jun 18, 2023 at 20:32
  • \$\begingroup\$ @DMGregory Thanks Gregory! I just tried it and now the shader is applied to the surface (it's not scaled as I would like, but that's the fault of the shader itself I think). Thank you so much! \$\endgroup\$
    – Baro
    Commented Jun 18, 2023 at 20:42
  • \$\begingroup\$ Be sure to post an answer below explaining the steps you took, so that this thread can help future users struggling with similar problems. \$\endgroup\$
    – DMGregory
    Commented Jun 18, 2023 at 20:51

1 Answer 1

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To solve the problem, as suggested by DMGregory, I did the following steps (on Blender):

  1. Enter the "UV Editing" workspace
  2. I selected all the meshes that I needed to export. So:
  3. Press TAB to enter Edit Mode
  4. Press a to select all meshes
  5. Press u to open the UV Mapping menu
  6. Select Unwrap

enter image description here

Export.

I hope it's accurate, I've been using Blender for a few days.

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