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It was glitchy because it had 2 models overlapping the same space, it was applying the textures correctly to the model underneath. It's just because the high poly model had no UV map and was overlapping the low poly that you weren't getting the correct colors.
I've reuploaded your model with the high poly taken out:
Link[www.dropbox.com]
So what exactly did you do(Just want to know how I can prevent this mistake),because when I try to import your coin.obj I'll get the "failed to load model (.obj)" error.
Make sure only the low poly model is selected,
Next go to the export page.
In the bottom left there should be an Export OBJ configuration.
Make sure the selection only is toggled on.
When that is toggled on, only the objects you have selected will be exported to the .obj file.
Any suggestions,how I can use the high poly model? (rebuilding it with specific settings is no problem,I rebuilded that coin like 3 or 4 times)
If you did want to keep the high poly version using the simple color scheme, I would suggest learning to use AssetBundles with Unity.
I uploaded an AssetBundle that contains the high poly version to show you the end result.
link [www.dropbox.com]
Using your completed high poly model:
In blender:
I first used the remove doubles tool and that removed about 10k vertices.
To make the coin smoother I set the shading of the faces to smooth, and added an Edge Split modifier and a Subdivision Modifier.
I then seperated them back into 3 models: The coin, the purple icon and the blue icon.
I then exported them into 3 seperate .obj files.
A tutorial on AssetBundles for TTS, and a link to the modding files needed to export.
Custom AssetBundles [berserk-games.com]
After setting up a unity project I added the 3 models to the assets.
I dragged the base coin into the heirarchy, And then dragged the 2 icon objects onto the base object, making them attached to the base.
Then dragging the base coin with the 2 other icon objects attached to it back into the assets to create a prefab.
With the prefab selected, in the bottom right you will see AssetBundle. Click it and select new, type in a name that should be fairly unique. Importing a second object with the same AssetBundle name will cause errors, cloning it in game is fine though.
After naming the asset bundle, right click the assets and click the Build AssetBundles and it will save. You can then import into TTS.
Sorry for the lack of detail but my time is fairly limited today.
I think I will write a detailed Guide for creating a coin and importing it into TTS as an AssetBundle.
Can I apply better Colors to it in Unity, or do I need to adjust them in blender?