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Question by elliotching · Apr 02, 2017 at 10:10 AM · blenderfbx

FBX model from Blender doesn't show it's surface in Unity3D

I've create a model from Blender and exported it as .FBX file. However when I import this into Unity, the surface is missing.how can i fix?

Screenshot attached:

in Blender it look like this: alt text

in Unity it look like this which only shows it inside: alt text

screenshot-244.png (199.9 kB)
screenshot-245.png (228.5 kB)
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avatar image RobAnthem · Apr 02, 2017 at 10:12 AM 0
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Did you bother to generate a UV map for it?

avatar image elliotching · Apr 02, 2017 at 10:24 AM 0
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Does it really necessary if I just want to simply put it in Unity? Now I managed to remove all unnecessary vertices in Blender as well as all white planes, I might call it "bones", inside the wave box. And it turned out what I've expected. But this question case, I've no idea about the proper solution yet. Btw I'm still a beginner on both Blender and Unity.

avatar image RobAnthem elliotching · Apr 02, 2017 at 10:35 AM 1
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Without a UV map, it can't have color, texture, or anything rendered other than faces and vertices. Also as @Pengocat said, you could have your normals on the wrong side. 3D objects usually only have normals on one side. What this means is one side of the object is visible, one side is see-through. Double-sided normals are suggested against due to extra vert/poly count, but acceptable in some situations.

avatar image elliotching RobAnthem · Apr 02, 2017 at 11:42 AM 0
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Thank you so much.

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Answer by Pengocat · Apr 02, 2017 at 10:30 AM

Looks like the normals are facing the wrong way. Select the faces in Blender and hit CTRL+N to recalculate normals or CTRL+F and select "Flip Normals".

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avatar image elliotching · Apr 02, 2017 at 11:05 AM 1
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is there any quick way i can identify which side is normal?

avatar image Pengocat elliotching · Apr 02, 2017 at 11:37 AM 1
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In Blender the properties panel ( shortcut N) has $$anonymous$$esh Display options for normals that can visualize the normal direction with some lines. Also in the properties panel under Shading you can enable "backface culling". Then the view should display the same as if you imported the mesh with normals into Unity.

avatar image elliotching Pengocat · Apr 02, 2017 at 11:41 AM 1
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Alright. Got it. Thank you so much!

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