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This question was closed Apr 30, 2013 at 06:54 AM by Fattie for the following reason:

Duplicate Question

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Question by Zombifreak · Apr 30, 2013 at 01:50 AM · blendermodel

Is it Smarter to Model Terrain/Buildings in Blender or Unity?

I am trying to create a large capital spaceship but when I do it in Blender, I have to add all of the colliders and then some walls only appear when you look at a certain angle, but in Unity I also don't have the freedom of using some tools that Blender offers.

To sum my question up: should I make this in Blender as one model or in Unity as separate models using a bunch of walls?

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avatar image Fattie · Apr 30, 2013 at 06:53 AM 0
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"I have to add all of the colliders..."

Yes, that is exactly how you make video games.

Please search on here for 100s of questions about this or watch any of the 100s of basic tutorials on using Unity.

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Answer by AlwaysSunny · Apr 30, 2013 at 03:35 AM

Unless you've got a good reason to do otherwise, you shouldn't try to re-construct your models in Unity. Unity's scene view / level editor are nice for many tasks, but what you're describing is a job for your 3d software.

Also, regarding: "some walls only appear when you look at a certain angle"
If I'm understanding correctly, it sounds like you have some bad normals on your model. In Blender, in Edit mode, in the 3D viewport, press N, find the display foldout, and check the buttons to view your normals. If you want walls visible from both sides, you have to double your polycount by making geometry which has inverted normals, or use a shader that doesn't cull backfacing polys.

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