I’m just getting into the whole Blender/Unity thing and eventually want to try to make a game after I get significantly better.
Anyways, I’ve been having trouble with every model I’ve made in Blender and tried to import to Unity. Mainly, the colors imported are wrong and there are always pieces you can’t see at a certain angle.
Your normals pointing in the wrong direction. Go into edit mode and press ctlr+N to recalculate the normals. Typical beginner mistake which pops up every week here
Not sure about the mesh collider though. Never saw such problem.
As Fishman said, in this case you have to select the polygons with the wrong normal direction and flip the direction manually (look for the flip direction command in the tool shelf on the left side).
I would also suggest to use a edge split modifier for the spaceships. Otherwise you get some ugly smoothing artifacts like on the wings of the second vessel in picture one.
Well, what I’m aiming to do eventually is way, WAY out of my current skill level, but I’m beginning to make the models for a vehicle focused combat game. It’ll be heavily inspired by Planetside, since the sequel was a major letdown. I have very minimal experience in scripting, next to none in animation, but since I’m DECENT at modeling I’m trying to do that first… but trying to do this recalculating normals thing is annoying. Can’t move on until the first ship is fixed. It seems like when I close off the wings, you can then see through the tail… argh…
Very. Was thinking that it isn’t going to be all the same weapon models and tracers but with different stats, instead each weapon will be unique. (If I ever figure out how to do it)
I just wish Unity would import models exactly how they appear in Blender, and I wouldn’t have any problems with that.
No.
I mean the black shadings on the wing. You should split the edges. Otherwise you will get shading artifacts because Unity (as well as any other 3d software) tries to smooth these polygons at such sharp angles, which results in such black shades on even surfaces.
Not sue about your collision mesh problem. Did you rotate the axis in the local space, or something?