I’m having this issue that when I import a simple car I made in Blender into Unity, it suddenly becomes disfigured. I’ll show an example:
And it looks like this in Unity:
It is Exported as an FBX file, any help would be appreciated.
I’m having this issue that when I import a simple car I made in Blender into Unity, it suddenly becomes disfigured. I’ll show an example:
And it looks like this in Unity:
It is Exported as an FBX file, any help would be appreciated.
Seems to be a problem with the normals. Basically, blender by default shows both sides of a face while Unity by default only shows one side. If you want to make Blender behave like Unity, enable Backface Culling in the shading options. If you want to render both sides in Unity, either use a double sided shader or copy the whole model in blender and flip all the normals in the copied model (Mesh → Normals → Flip normals)
I’m going to disagree with what @coeusueoc said. And this seems to be more like a Blender question, not Unity question…
This definitely doesn’t look like just a problem with normals. The second image from Unity shows interior geometry, it even catches shadows.
Seems like there’s some mesh operations done in Blender, without keeping an eye on faces that get created. But I could be wrong.
Always check your mesh using any of the wireframe modes in Blender, with all faces selected, so you see if or if not you have managed to generate unwanted interior geometry. Usually being oblivious to this, will get your mesh so badly borked, that you’ll have better chance of re-creating the mesh than fixing it, if it’s simple like in this case.
Based on shown solid mesh view of the car in Blender, it is hard to say more.
Personally, I think both @coeusueoc and @eses are correct. It does look like the outer faces are flipped and there is a lot of unnecessary geometry on the inside.