DIsappearing Mesh

My mesh is just like every other mesh I’ve made, but this one flickers and disappears as I turn the camera - in scene mode and game mode.

Sometimes it flickers just a few triangles, sometimes almost the whole thing.

All import settings are the same as every other mesh I have…

I can post screenshots or a GIF, I suppose, but it won’t give any more insight.

It’s a cursed model, you have to burn it.

When you create an empty scene and import you mesh in it, it still do it ?
If yes, there is something wrong with your mesh, if not, there is something wrong in your scene like an Occlusion setup.

I have gone so far as to re export this mesh from Photoshop… and it still does it.

So strange.

Hard to say without seeing the problem but my guess would be that you have overlapping triangles and are seeing z-fighting.

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+1 ^

Why on earth is the mesh coming from Photoshop?
Its probably a lot easier to figure out the issues in a 3D package, where you can see if you have duplicated polygons, or inverted normals or something.

Because Photoshop bakes the mesh while my other programs don’t.

The meshes, half the time, originate from Meshmixer.

It’s pretty much unusual to use Photoshop 3D for real-time rendering.
It may be very useful with After Effect or so but anyway, the problems are the same for all 3D software.
It’s impossible for us to tell you what’s wrong until we see the topology of the mesh and we can’t see everything within a screenshot.

You have to at least check:

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Here

Every mesh I have otherwise comes from Photoshop, so I have to deduce that this particular mesh is designed in such a way that makes it difficult.

We can’t see if anything is wrong with your screenshot but I would bet you have polygons with more than 4 sides in here.

The mesh is capped, so it’s a double sided inflation. It curves up to the middle.

I’m guessing you are drawing only the outline and let photoshop generate the mesh?

What I see on your screenshot is one single polygon with MANY MANY sides.

A graphic card is only capable of drawing triangles.
When you import a mesh in Unity that have polygons with more than 4 sides, it will try somehow to cut it to have triangles but it’s wrongly done most of the time.

(4 sides because it’s easy to cut to have 2 triangles).

It’s very important before importing a mesh into Unity to check if your mesh contains only polygons with 4 or 3 sides (Quads or triangles).

I wonder, though… since all of my other meshes look similar… many vertices with many triangles, what would cause this particular one to do this. I’m going to re draw it completely.

Here is something you should read: Polygon Count - polycount

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As far as I can tell, this mesh is made up of triangles. According to Meshmixer, it consists of 4926 triangles and 3557 vertices.

I literally redrew this with a similar shape. I expand this mesh to at least 30,000, which usually isnt a problem. But it still does it. This particular shape is either cursed, or there is something going on w my graphics card currently. I’ll move on to other meshes and see what happens…