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Problems with importing Blender object
I am working on a project and have created this model: https://scontent.fsof2-1.fna.fbcdn.net/v/t1.15752-9/33367263_216710065781849_4179822491264352256_n.jpg?_nc_cat=0&oh=1eaf95a8f01bafd5fec34c796ac345da&oe=5B76A9EA In wireframe: https://scontent.fsof2-1.fna.fbcdn.net/v/t1.15752-9/33499318_216710049115184_7805944619136450560_n.jpg?_nc_cat=0&oh=0392ccdb19aeda8d225def87b7d16e07&oe=5B8D5753 But when I import it in unity, the ground mesh is missing. See: https://scontent.fsof2-1.fna.fbcdn.net/v/t1.15752-9/33343129_216710059115183_7198098290238291968_n.jpg?_nc_cat=0&oh=a682aa77c2066dec3cbb4e9f401f007b&oe=5B8B2B39 How can I fill the holes from Blender?
Hi, most common cause would be inverted normals. Some of the columns seems to have strange lighting too that could be caused by inverted normals
Answer by Pinkuboxu · May 26, 2018 at 04:20 PM
Do you have Backface culling turned on in Blender? When you are making geometry for use in Unity you should select the option, it's in the N menu of the 3d view port on the right side, Under the Shading tab. This will make geometry one sided so you can detect flipped normals better and make it look how it will look in Unity.
To fix flipped normals in Blender, select all of the faces of the part that is flipped (not showing), select from the 3d menu the Mesh>Normals>Flip Normals. You can also Use Ctrl+N or Shift+Ctrl+N on any geometry with odd holes throughout, in the history you can toggle the inside or outside calculation as needed.