Why doesn’t my material show up on my imported model (Unity / Blender)

Why doesn’t my material show up on my imported model (Unity / Blender)

UPDATE : 
The material does work on smaller objects like a simple sphere, but not on my big arena model, which is actually imported from blender, any suggestions?
UPDATE : 
Tried to export as .fbx, but doesn't change anything.
I've imported this material pack : https://www.assetstore.unity3d.com/en/#!/content/13004
I tried to apply it to my mesh, but only weird things happen, I can't see the texture at all. So I tried to apply this material in the "shader calibration scene" and that worked without any problem, even updating to the standard shader worked fine. So I tried to fix it with the following things : 

Rebaking lighting
Restarting Unity
Tweaking the material settings
Tweaking quality settings in Unity
Building the project

All these things couldn't fix it, but it should most likely be related to my project settings, since this material is working in another project (shader calibration)
Here are my quality settings : 

I'm not sure, which information is needed to answer the question, but I can provide it if you ask for it.
Update with Object properties : 

Solutions/Answers:

Answer 1:

What is described in the question is probably due to missing UV data in the model (or all UVs set to zero).

To solve it, load the original model in Blender and add an UV map. You probably need to unwrap the model, and maybe manually adjust some UVs after unwrapping.

Just get to the point of seeing the model texture in Blender isn’t enough, Blender can map textures on meshes without UVs but that won’t export to most game engines (if not all of them).

The user asking the question already knows what follows but I’m adding it to the answer for a more complete answer

To unwrap a model

It is recommended to use a split view, with the UV editor visible in one of the views. To split views in Blender: https://www.youtube.com/watch?v=rhh513vUgME

Then, working in the view with the model, select model, enter edit mode, press U, in the context menu that appears click Unwrap or any of the unwrapping algorithms that Blender offers (try to minimize the amount of manual edit to the UVs you will have to do after unwrapping, to zero if possible).

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Double check in the UV Map editor if everything is OK with the UVs, fix what you see is wrong. This is artist work and intuition plays a fundamental role.

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Now go to the texture panel and check that you are using the UV map and not generated coordinates.

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Finally export your model, probably FBX is the best available option when working with Blender and Unity. Or let Unity handle the blend file (I keep my blend files away from the Unity assets directory, long story, and only place there the FBX export. This is no standard procedure or anything, just my personal preference).

In the case of this question, the use of an external material probably means that the material already comes configured to use the UV data from the model. So the step of changing the properties of the texture panel in Blender may have no effect at all. When authoring both, your own models and materials, you probably need to check the texture panel in Blender.

References