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Question by Zaffer · Jan 24, 2011 at 03:21 AM · lightingtexturesshading

how to get flat objects to look flat, not rounded

Hi,

I made a footbridge in Blender and imported it to Unity. I got it imported and got it's textures applied correctly (UV mapped in Blender). It looks OK except the planks and handrails are supposed to be flat and they all are slightly shaded so they look like puffy wooden pillows, not flat planks. I noticed that if I take off all the texturing, the base material also makes the planks and posts look rounded instead of flat or square. I have the shader set at diffuse with a white main color. How can I make my planks look flat instead of rounded? Thanks.

Zaffer

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avatar image MR.PHIPPS · Oct 04, 2012 at 06:44 PM -1
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Help!! when i press play button it laggs like shit

avatar image Bunny83 · Oct 04, 2012 at 06:47 PM 0
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@mrphipps-1:

  1. What you've posted is NOT an answer to the question "how to get flat objects to look flat".

  2. Your post isn't even related in any kind to the question here.

  3. When you want to ask a question, post a question and not an answer. Also ask specific and detailed questions!

I've converted your answer into a comment.

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Answer by Eric5h5 · Jan 24, 2011 at 03:33 AM

You can try setting the normals to calculate instead of import in Unity, and reduce the smoothing angle. That doesn't work for every object though. The "correct" way is to use an edge split modifier for the object in Blender, set to "From Marked As Sharp" only (not "From Edge Angle"). This modifier just needs to be present on the object; don't click "Apply". Then select all the edges that should be sharp and select "Mark Sharp" in the edge specials menu. Another method is to use the set smooth/set solid buttons for selected faces and export as .obj, since the smooth/solid faces are baked properly into the .obj file. However that's kind of a pain since you have to deal with exporting .obj files instead of just saving the .blend file.

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avatar image Zaffer · Jan 24, 2011 at 04:04 AM 0
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Wow thanks! Just setting the normals to calculate worked. I will try the "marked as sharp" modifier in Blender too. It's great to see my flat planks actually look flat! Thanks again.

avatar image recursiveAI · May 09, 2013 at 03:27 AM 0
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Excellent answer ! Selecting Normals to "Calculate" worked for me too. (Had to select the imported model in Project View to reach Import Settings in Inspector. Then click the $$anonymous$$odel tab). http://docs.unity3d.com/Documentation/Components/FBXImporter-$$anonymous$$odel.html

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