Hi guys,
I have a mesh in Blender that when I import in to Unity, I see it inside out. I’ve tried flipping the lighting normals but this has no affect.
I’m assuming somehow the face winding order in Blender is the opposite of what Unity3D considers to be a back facing polygon.
Can anyone offer any advice of how I change the winding order of the polys in Blender so I don’t get this inside-out rendering in Unity?
Thanks.