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Question by sam.ibbitson · Aug 13, 2012 at 07:20 PM · lightingblendernormals

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

correctnormals.png (90.7 kB)
normalsnotdisplaying.png (60.7 kB)
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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: alt text

The Finished Product Should Look Like This: alt text


untitlddddssefsed.png (311.3 kB)
untitled.png (116.0 kB)
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avatar image TheVectorHunter · Aug 14, 2012 at 09:47 PM 0
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If you find my answer helpful please accept the answer, and vote it up.

avatar image TheVectorHunter · Aug 14, 2012 at 09:52 PM 0
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By the way really nice topology on the model:)

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