hi
i am using unity and importing models from blender to be used as terrain for a uni project.
when i import this one mesh i have made it can not be seen, all the components are there but the mesh is not visible and in the preview it says the model has 0 verts and 0 tris. i have imported other models and they have worked fine.
the mesh in question is a cube which has been smoothed, subsurfed and displaced with a cloud texture to give the terrain surface. the displace works in the z axis. i have textured via UV as is needed in unity. sorry if this info is of no use but i thought i should include it incase. this is however the same metho used to make the other meshes which do work properly so i dont see how the techniques are the problem.
any help would be very much appreciated
thanks
maybe a silly question, but did you try flipping the normals by selecting all vertices and then pressing ctrl + N (i think)? or have you tried selecting all verts and then exporting?
Come to think of it, i had this problem in sketchup when exporting to DAE. Maybe try another file format.
i just exported to .fbx instead of .blend but still had the same problem. i also recalculated the normals. its really strange because its just with this one model, but ive made the model again from scratch and the second time it was not exactly the same but still the same problem…
thanks for the ideas anyway!
Hmm wierd… did you apply the sub surf (if you used it?) maybe its something like that. I use blender from time to time, so if you are willing to send the file over, I can give it a whirl. You could also maybe try re-installing too?
yeah i applied the subsurf and displace, the same as with the other models, thats the strange thing, i made it in exactly the same way, and i also made it twice but it still didnt work. i tried to upload the file on here and it said the file was empty…so i guess it might have been corrupt. i remade the model again and it works fine now!
thanks for the help!
Can you submit a bug? Even if there is a workaround Unity should give some king of indication what went wrong. We want Unity to be user-friendly.
Regards,
Paulius Liekis
Unity Technologies
the bug was that i had used too many vertices, i did not realise this at first, i should have checked the error console before posting on here, sorry if i wasted anyones time. there was also another error which said the model used more materials than sub meshes.
thanks.
Ah, glad to hear you got it working! 
I believe this on is a bug in Unity. I fixed it about 3 months ago (so it should be fixed in 3.0).