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Maya-to-Unity3D: backfaces are not drawn in unity
I've made a simple double sided mesh in Maya (an open Cylinder). Deleted all "History" & "Non-Deformer History" via Edit->Delete All by Type saved it as .mb and imported it into Unity by dragging the file into the Assets folder. Unfortunately, the backfaces kinda got lost during the Import...
I don't know what I'm missing here...
Answer by fherbst · Sep 04, 2013 at 06:19 PM
Do you mean double-sided as material property (this is totally Maya-specific) or a real shelled object (has polys in- and outside, has a wall thickness)? Former won't work, latter will.
Maya solution: apply a shell modifier or something like that (don't know the exact way in Maya), or duplicate your cylinder, invert the normals of the second one, and merge them together.
Unity solution: You could write a custom shader/change an existing one to display backfaces. All the built-in ones cull them away for performance reasons.
I think it's rather the material property. I just don't want it to have any thickness
Then you know your answer - apply a shell modifier or something like that (don't know the exact way in $$anonymous$$aya), or duplicate your cylinder, invert the normals of the second one, and merge them together.
why is that? isn't unity3d capable of displaying back faces? or are they opted-out or something?
You could write a custom shader which displays backfaces. All the built-in ones cull them away for performance reasons.
you just have to add one single line into any of the shaders you want to use on that object, all unity shaders display from one side unless you specify they should display from both by rewriting the shader
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