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Why are some of the faces on my mesh not being textured?
I created a mesh in Blender, imported it into Unity (saved it into assets folder as .blend file), and it was working fine. But I accidentally deleted two faces of the mesh in blender, and though I've remade them by highlighting the vertices and hitting F, now these faces are invisible in Unity(that is, they are there when not textured, but when I drag a material onto the mesh (I'm using substances), the two faces become invisible). I have recalculated the normals and enabled normals in the view to ensure they are facing outwards. I've also re-unwrapped the UV's for the mesh, and the faces show up in the UV view. Finally, I've played with the import settings for the mesh, all to no avail
So, can anyone tell me why these faces are turning invisible when I drag a material onto the mesh? Thanks!
Answer by ScroodgeM · Jul 30, 2012 at 08:53 PM
wrong faced triangles you should fix in 3D software. unity also can do that with scripting and mesh editing, but it's wrong way.
face can became invisible since before it has a double-sided shader, and applying a single-sided shader makes wrong-faced triangles invisible from 'correct' side
If I understand you correctly, you're talking about which way the normals on the triangles are facing. If that is indeed what you're talking about, then like I noted above, I have made sure the normals are all pointing the correct way in blender. The issue only arises when a face is deleted and then recreated in blender. Anyone else have any insight into this? It just popped up in another mesh I created. Thanks!
try to look at lost triangles of your imported model. look at it's back side. if you able to see it's back side but didn't see a front side, then this is caused by normals incorrect facing. i am a programmer and can't say how to fix it in blender, but i work a lot with modellers who creates a models for unity which i then import and program in unity. and this issue with normals SHOULD be fixed in 3d software, not in unity. the method to avoid this is to use double-sided shader, but this increases twice a GPU load.
so you should ask not 'why faced not textured', but 'how to fix normal facings in blender'
Thank you for responding, but as I've previously mentioned, I have already double checked the normals and they are all facing the proper direction. When a normal is facing the wrong way the mesh's face is invisible on one side but not the other. That is NOT what is happening in this case.
You know when you first import a mesh (that doesn't have a material) into Unity? It shows up as whitish/grayish. That is what these non-textured faces look like for me. The rest of the mesh is textured properly, but these guilty faces act like they were just imported and haven't had a material placed on them.
Thanks again for any help.
share any your model with "incorrect texturing". i'll check it and feedback.
Answer by tcurry · Oct 14, 2013 at 06:14 PM
I know this is an old question and it may have been answered elsewhere, but I had the exact same problem using 3D Studio Max. It turned out the faces that were not displaying the material were assigned to a different material ID, so when I re-exported the FBX with all faces assigned to material ID 1, the material displayed correctly on all faces. I don't know if Blender uses material IDs but perhaps that is what is causing your problem as well.
I totally forgot about this question until you just posted! It's been a long while since I've worked in Blender, but I do remember solving the issue. I would have posted the solution on here but I completely forgot :(. $$anonymous$$aybe I can try to engineer the problem again and re-figure out the solution.
I know it had something to do with Blender and not Unity, but still, others might be having the issue you had, so hopefully someone can use this page as a resource for solving the general issue of faces not showing up, for whatever reason, since Scroodge$$anonymous$$ also provides one common solution to this problem.
Yeah I'm having a very similar issue... I made the model, fixed the normals, applied the material with the texture, UV mapped it to the texture... Then I decided a few of my faces should be a different texture to the rest, so I assigned a different material to them. It looks fine in Blender, but when I import it into Unity two of the faces are the wrong texture. Not sure what's gone wrong here. I checked the material IDs but they seem alright. Rechecked the normals, they also seem ok. $$anonymous$$ight recheck the UV map. Barring that, I don't know what else it could be, as I'm quite new to Blender.
Well it turned out that the faces were showing up in the UV map without any texture. So I added the textures and voila, they work again.