Blender 2.8 to Unity - polygon mesh becomes see-through

Hey everyone,

When in Blender 2.8, my mesh shows up like this in the Look-dev mode (“z” key)

Then I export it as an FBX and whatever I try, it becomes see-through (exporting materials etc.)

Can someone give me a clue what’s causing this?
What can be the problem?
Using Unity 2018.3.14f1

Thanks in advance.

One difference between Blender and a typical game engine, is that game engines only render one side of a polygon, not both. You need to make sure that your polygons are all facing the right direction. What I think you are seeing here is all of the faces in your model pointing towards the inside, whereas you are expecting them to point toward the outside.

Look at your face normals in Blender- the side of the face that has the normal is the one that you will see in Unity. Blender includes several features for correcting the direction of the normals if you find that they are wrong.

Double check normals. Double check backface culling on material. Double check that material is not set to transparent.

Looks like a normals issue personally, but hard to tell without seeing screenshots of the material inspector in unity

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Recalculate the normals on your mesh in Blender. Happens all the time, it’s a two click fix.

Thanks guys!!!

So much for my rusty 3D skills…

I was tweaking normals in Unity Model Tab of the Import settings but that didn’t change anything.

Adapted the normals in Blender and everything works fine now!

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