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Correct normals on model- odd light map. Help!
Hi guys,
So I've created a model in Blender- rigged it etc... and made a few animations. I've checked that all the normals were facing the correct way before exporting (see attached) and everything appeared to be fine.
However I tried exporting to FBX, as I wanted the animations, but on importing to Unity it looks like it's only rendering the backfaces (see attached).
A few people seem to have experienced this but there doesn't appear to be a full solution.
For reference, I've tried reversing the normals which works (kinda) but has a side effect that the lighting is inverted on the model (probably because the back faces are being illuminated- not the correct side).
Any ideas?
Thanks, Sam
Answer by TheVectorHunter · Aug 14, 2012 at 09:46 PM
I found the fix to your problem. You need to recalculate the normals(above answer) and apply the scale+rotation of your model. When you have your model(not armature) selected in object mode press ctrl+a which brings up the apply menu, then just click 'Rotation & Scale'.
How To Apply Rotation & Scale:
The Finished Product Should Look Like This:
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