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Question by zeman97 · May 10, 2013 at 03:54 AM · importblendermodelissueblender-exporting

Imported Models Not Rendering Correctly?

First of all, I wasn't sure if this was the right place to post this, but after looking across the internet I could think of no other place.

I am first and foremost a programmer, however I am trying to get some basics in 3D modeling so I can make my own assets eventually, I recently spent two days making an AK74u that, although simple, I am quite proud of, but when I imported it there was a major problem: a few faces didn't render in the "right direction" (the side facing the outside it the side that is invisible). To make it more frustrating, the object's faces are all correct in Blender (my software of choice)

Any help would be greatly appreciated, also as a side note, anyone know why the object doesn't look as crisp in Unity as in Blender?

If this is the wrong place to ask this, would someone please point me in the right direction.

Thanks!

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avatar image ByteSheep · May 10, 2013 at 03:57 AM 0
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You will most likely have to recalculate the normals on your mesh.
You should be able to do this by clicking the "recalculate normals" button in the left sidebar within blender.
http://blenderartists.org/forum/showthread.php?114883-The-Recalculate-Normals-command
In this thread someone suggested you can use the shortcut CTRL+N

avatar image Vilkinjukka · Mar 28, 2016 at 12:48 AM 0
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im having the same problem but im using cinema 4d pls help me out :C

avatar image landon912 Vilkinjukka · Mar 28, 2016 at 12:48 AM 0
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Please submit as a comment; not an answer.

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Answer by Owen-Reynolds · May 10, 2013 at 06:52 AM

Blender also has an option to show the normals. So any arrows pointing inwards are wrong. In theory, there's also a way to specify that blender show things 1-sided (or backface culled.)

The thing is, it probably was wrong in Blender. Some faces were "backwards," which is what a flipped normal is. Except blender still draws the backwards ones, making it hard to tell.

Unity is going too look worse since blender is devoting the entire computer to making that one thing look good. Unity is using it as part of a game, so ramps the quality down a (small) step to get a decent framerate.

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avatar image zeman97 · May 10, 2013 at 09:42 PM 0
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Yes I went into blender and remodeled the faces facing it (before I was facing the opposite direction) and it corrected it, simple mans fix :P but I will have to remember what you said, and I improved the look by setting the normals for shading myself in the inspector ins$$anonymous$$d of importing them. Thanks for your help!

avatar image Owen-Reynolds · May 11, 2013 at 02:30 PM 0
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Wow. I've never been able to fix bad normals within Unity.

The pros get the normals set properly in the modeling program. Blender's one goal in life is to do all the math related to making 3D models, so it's darned good at it. I$$anonymous$$HO Unity's tools are more for emergencies.

avatar image kleinesfilmroellchen · Aug 03, 2017 at 02:39 PM 0
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thanks, I had exactly the same problem. for anyone wondering: just search for "normals" in blender and select "make normals consistent" or "flip normals" if the first doesn't help

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Answer by gameplay4all · May 10, 2013 at 11:05 AM

select all polygons in blender/press space/type: flip normals/click on the first option Done.

hope it worked :)

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Answer by Daphoeno · May 11, 2013 at 02:43 PM

enter editmode select all faces and press ctrl + N.

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Answer by zk909698 · Feb 03, 2019 at 07:35 AM

Can You Plz Expalin me the steps of doing that?@zeman97

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