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Answer by MrSoad · Dec 03, 2014 at 03:19 PM
Your main issue looks like you have your normals inverted(Most Unity shaders render only one side of a face). You need to recalculate these in Blender so they face outward(There are many many Q and A's relating to this, Google if you need more info). After that you might want to look at Edge Split Modifiers or Baking Normal Maps etc to get the look that you want when in Unity.
Answer by melidian · Dec 04, 2014 at 03:29 AM
If you go into edit mode and select all using "A" then on the left hand side click "Recalculate" under normals. If this doesn't fix it try manually selecting only the faces that are messed up. Then underneath where you clicked "Recalculate" hit "Flip Direction".
Thanks for repeating what I told him to do 10 hours ago :)
You didn't tell him how to fix it you just said what was wrong pretty much.
There is a wealth of precise info on this subject easily found via Google, which we like to encourage people to use, I told him what the issue was, not that it was wrong, and why this was the issue! :)
You explanation could also have been better, you did not tell him how to make the normal lines display on the mesh...
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