Ever since Unity supports blendshapes, I have had issues with importing mesh normals. When I create a blendhsape face rig in Blender and export it either as fbx or save it as a .blendEverything imports correctly, except the areas where the blendshapes are: it looks like some faces are inverted. In Blender, everything looks correct.
I’ve noticed this only happens with blendshaped meshes. On this image you see left: a skinned mesh renderer without blendshapes, right: with blendshapes.
I’ve tried pretty much everything, even tried saving and fbx exporting in every version of blender from 2.49 up to 2.69, but the result is the same. Has anyone ever had issues like this? Any help would be appreciated!
