Materials change when I export a fbx file to Unity I am pretty new to Blender. I am trying to export a character from Blender to Unity, but when I import it in Unity in FBX file format, the materials get somehow mixed up, so for example the hair becomes blue, but in the blend file it is yellow.

I didn't do any complicated stuff to my material, I just set the color at the Diffuse section. If it matters, I initially checked the Shadeless box, but I unchecked it and it still doesn't work.

I also want to mention that I have all the materials applied to the character, which is only a mesh (it kinda looks like a Minecraft skin, because I chose to do it low-poly).

So should I:


try other formats for exporting?
unwrap the model and apply materials in Unity (I don't know how to do it)?
give up?


Any help is appreciated.
This is normal, occurs because each software has a different material system. 

When you export to fbx it converts the information to a "universal" compatibility format, so some types of standard information are preserved, like diffuse color, vertex paint, UV Maps, but not Blender specific settings like multi layered textures, alpha, blending mode, etc. . 

Unity has a very restrictive material system that makes hard to adapt complex graphic ports. In some instances you may have even to write shaders in c# code to get good results, so for porting to Unity keep your materials with as simple setup as possible.