Faces on model not showing up in Unity
Faces on model are rendered as if the normals are inverted in Unity regardless of flipped or unflipped normals from maya export. I've confirmed multiple times in maya that I have the normals set correctly.
How I see it in Maya How it renders in Unity I've tried flipping and unflipping the normals, it makes no difference. The normals are set to import.
There should be a toggle somewhere in $$anonymous$$aya to display your model single-sided (backfire culled.) This can help with being completely sure about normals.
It already is displayed single-sided. Note that the inside of the ship's hull is pitch black.
Are they just is random places? I had a problem when i was important multiple piece models from Blender into unity, they were just loading in random locations
No, it isn't random. This model had inverted normals on the ship's hull because it's easier to model a hull from the inside. I flipped the normals afterwards but it doesn't show in Unity as you can see. It's only the hull.
just a question. in the maya image you're showing the ship more from the top and the hull is but the top is not visible (flipped normals), while in the unity image it's just the other way around whole viewing the ship more from the bottom. have you flipped all or just the relevant normals? and it's the front maya ship I'm talking about.
because it looks to me as if the whole ship was inverted ins$$anonymous$$d of just the wrong normals
Answer by lassade · Dec 03, 2016 at 12:03 AM
I had som issues with this while I was working in a project that imports .mb or .ma (Maya scene files) on mac. this was happing with me if I:
Change the target plataform
import new models
The fix for me was converting all my maya files to fbx. If you need to have maya files simple place then in a new forder outside the Assets folder.
I guess you could try reimport the meshes to see if there is any difference.
Do you have multiple maya versions?
These models are exported to .fbx. I have maya 2016.
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