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Blender to Unity, Strange Results
Hello. If you know anything about this, please help me out.
I am fairly new to both Blender and Unity. But I am very serious about making a game. I've run into a strange problem. I have used Blender before. I saved it as both a .fbx and a .blender and then imported it to Unity as an asset. Then I added it to the scene and it worked fine. It was just a head for the character, nothing complicated.
Now I have been following the "Character Animation" tutorial for blender. I created the character completely. The next thing to do is add armatures, weight, etc to make it animated. But before I start that, I want to at least get the still model into Unity and see how it looks.
I saved it as both a .fbx and a .blender file on my desktop. Then I import it to Unity. Everything's still good. But, when I add it to the scene, it looks very strange.
Here's what it looks like in Blender:
And here's what it looks like in Unity:
Does anybody know what I have to do to fix this? Thanks
Answer by Daniel 6 · Jul 13, 2010 at 07:28 PM
It appears that some of the normals are flipped in unity. Are you sure that the normals are facing the correct direction in blender? Because maybe your normals are incorrect in blender as well, just Blender doesn't display it that way.
Or you could try using a shader that lights both sides of the polygon, and see if your model looks better in Unity.
Okay, I haven't really used "normals" before, but I think I know what you mean. I'll try what you suggested.
Thanks
You were correct! I started by manually flipping the normals, one by one. Then SirVictory commented his suggestion. That made things a lot easier. Thank you very much for realizing the problem.
Answer by SrBilyon · Jul 13, 2010 at 08:10 PM
Put the mesh in edit mode, select all, (Press A). Go to Mesh -> Normals -> Calculate Outside. That should fix the problem!
Thank you very much! That worked like a charm. It now looks good in Unity