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Unity not properly rendering mesh faces
Hello all,
So I've got a model that I've created in Blender that I'm trying to export in FBX format into Unity. For some reason or another, not all of the mesh faces are wanting to render in engine. This might be hard to understand with words, so here are a couple pictures illustrating the problem. The first shows how it renders in Blender, the second in Unity
Quite a frustrating issue. Earlier in the evening I had a similar problem and the console threw the error "ImportFBX Errors: Unsupported wedge mapping mode type. Please report this bug." which seemed to resolve itself after I changed one little bit of the model. .OBJ exports didn't seem to work at all.
Thoughts?
Oh, I'm also using the newest version of Unity and Blender 2.69. Not sure if it's relevant but I figured I'd add it.
Answer by Eric5h5 · Feb 07, 2014 at 05:16 AM
You can just save it as .blend, no need to export to .fbx manually. A polygon must have its surface normal pointing outwards if you want that side to render in Unity.
I'm aware I can save them in .blend format, but from my understanding it exports to .fbx from .blend anyway and I would prefer to keep my project folders neat, since blender seems to make annoying little temp files in its model directory. When I work on it tonight I'll try recalculating normals and importing the .blend file directly and let you know how that turns out. Thanks for answering. :)
Alright, I tried recalculating the normals in Blender, didn't seem to fix the problem. I even flipped all of the normals to be pointing outwards in Blender and saved as a .blend in my models directory, but the problem seems to be persisting. Sigh.
And I tried recalculating the normals again, this time joining all of the separate pieces together, and it seemed to work. Not entirely sure why, but I won't argue with results. Thanks!
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