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Blender model becomes disfigured when Imported into Unity.
I'm having this issue that when I import a simple car I made in Blender into Unity, it suddenly becomes disfigured. I'll show an example:
And it looks like this in Unity:
It is Exported as an FBX file, any help would be appreciated.
Answer by BastianUrbach · Sep 14, 2018 at 11:52 AM
Seems to be a problem with the normals. Basically, blender by default shows both sides of a face while Unity by default only shows one side. If you want to make Blender behave like Unity, enable Backface Culling in the shading options. If you want to render both sides in Unity, either use a double sided shader or copy the whole model in blender and flip all the normals in the copied model (Mesh -> Normals -> Flip normals)
Hello @coeusueoc i have read your solution, I am trying to edit the shader but it won’t let me edit the shader for some reason. I tried backface culling on Blender but it doesn’t seem to work.
Answer by eses · Sep 14, 2018 at 12:07 PM
Hi @The-Gaming-Seed
I'm going to disagree with what @coeusueoc said. And this seems to be more like a Blender question, not Unity question...
This definitely doesn't look like just a problem with normals. The second image from Unity shows interior geometry, it even catches shadows.
Seems like there's some mesh operations done in Blender, without keeping an eye on faces that get created. But I could be wrong.
Always check your mesh using any of the wireframe modes in Blender, with all faces selected, so you see if or if not you have managed to generate unwanted interior geometry. Usually being oblivious to this, will get your mesh so badly borked, that you'll have better chance of re-creating the mesh than fixing it, if it's simple like in this case.
Based on shown solid mesh view of the car in Blender, it is hard to say more.
Well, I would guess that the car simply has interior geometry for gameplay reasons (e.g. to make it scatter on impact or something like that). It just shouldn't be visible because there should be exterior faces in front of it but those are culled because they are backfacing. Of course I could be wrong though.
@coeusueoc - Yep - we are all guessing, question should be more informative, now there is pretty much nothing else explained other than "it doesn't look correct"...
This is completely wrong. It's flipped normals. Of course the interior faces show when the exterior normals are flipped.
Hello everyone, I have read through all your questions so I’m going to need to explain. The interiors is not meant to show, only the faces outside the car should show (shown on first image). I am currently trying out everyone’s solution, I will say if I encounter another error.
I have tried turning back face culling on which I did try previously. However, the model in Blender looked exactly the same as the second image in Unity. Regardless, I persued and the modal in Unity still stayed the same for some reason.
Thank you
Answer by jandd661 · Sep 14, 2018 at 01:14 PM
Personally, I think both @coeusueoc and @eses are correct. It does look like the outer faces are flipped and there is a lot of unnecessary geometry on the inside.
@jandd661 - yes obviously, surface normals of intended surface mesh are flipped, otherwise you wouldn't even see the error (at least at this point), I didn't mention it, but the bigger issue I$$anonymous$$O is the internal geometry - of course you could flip the mesh, but depending on how these internal vertices get welded, you'll end up with shading errors, unless you have flat shading.
$$anonymous$$y reasoning for "not just a problem with normals." was the fact that the car looks like very primitive block car, combined with the lack of OP not being able to detect the problem by the looks of it... so I bet he didn't intend to create interior model... but let's wait what he says.