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Blender to Unity question.
I made an object in Google Skechup exported as an .obj with double sided faces. The pivot point was really jacked up so I threw it in Blender to adjust it. I successfully got the pivot point to my liking but when importing into unity it went from looking like this in Blender:
To this in Unity?
I am new to 3D modeling any help is greatly appreciated!
Answer by Michael_-01-_ · Apr 20, 2015 at 01:57 PM
Your normals are just wrong, go into blender and select your faces you cannot see in unity and press space and type in flip normals, click it and re-export it to unity and see how it looks
Answer by aronatvw · Apr 20, 2015 at 02:55 PM
Thank you, blenders ui and learning curve has proven to be a little overwhelming. I ended up selecting the vertices around the missing faces and either adding faces, filling, or solidifying. In the end there were very minor flaws only I would notice and probably more content then needed but it worked. As for the flaws, they wouldn't be noticeable to an and user especially being that the model is pretty small. Thanks for the advice, your solution in guessing would have been easier but I discovered the other last night!
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