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FBX model from Blender doesn't show it's surface in Unity3D
I've create a model from Blender and exported it as .FBX file. However when I import this into Unity, the surface is missing.how can i fix?
Screenshot attached:
in Blender it look like this:
in Unity it look like this which only shows it inside:
Does it really necessary if I just want to simply put it in Unity? Now I managed to remove all unnecessary vertices in Blender as well as all white planes, I might call it "bones", inside the wave box. And it turned out what I've expected. But this question case, I've no idea about the proper solution yet. Btw I'm still a beginner on both Blender and Unity.
Without a UV map, it can't have color, texture, or anything rendered other than faces and vertices. Also as @Pengocat said, you could have your normals on the wrong side. 3D objects usually only have normals on one side. What this means is one side of the object is visible, one side is see-through. Double-sided normals are suggested against due to extra vert/poly count, but acceptable in some situations.
Answer by Pengocat · Apr 02, 2017 at 10:30 AM
Looks like the normals are facing the wrong way. Select the faces in Blender and hit CTRL+N to recalculate normals or CTRL+F and select "Flip Normals".
is there any quick way i can identify which side is normal?
In Blender the properties panel ( shortcut N) has $$anonymous$$esh Display options for normals that can visualize the normal direction with some lines. Also in the properties panel under Shading you can enable "backface culling". Then the view should display the same as if you imported the mesh with normals into Unity.
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