

You can delete the unused created materials (tex_0 up to tex_159).The Import Settings for a Model file A file containing a 3D data, which may include definitions for meshes, bones, animation, materials and textures. This will create a new prefab of the object for later use.

This should bring up the material selector. Click the small circle at the end of “Element 0”.

Now look at the inspector and find the Material array inside the MeshRenderer component.This should have selected all 159 objects. Scroll down to the last one, hold down shift and select the last one as well. Select the first sub object (tex_1) below the “Autumn Plains” object.Set the texture that came with the model as “Albedo” in the standard shader of the material. You should create a new Material in Unity (Project panel ->Right click → create material). The model imported as 159 seperate meshes and each mesh created a seperate material.If you used an importing scale of 0.01 you can set the position of the model inside our empty gameobject to (55, -10, 55) to have the pivot at the ground of the model and roughly centered To fix this set the rotation to -90 on the x axis.

If you look around the scene (probably up) you will see that the model is rotated the wrong way and not really centered around the model pivot.Drag the imported model onto that empty gameobject so you instantiate the model as a child.Create an empty gameobject in the scene and move it to 0,0,0.First select the imported model and set the scale to at least “0.01” since the model is huge.Well first of all you have to do the most common steps:
