In Blender, I checked the face orientations (normals) and there was correctly orientaded (look at screenshot 1).
If I export the model as an .obj file, then it will be correctly imported in Unity (screenshot 2). It looks exactly like it looks in Blender.
An other story is the export as an .fbx file. I tried so much export setting combinations but nothing helped. It looks like some normals are flipped (look at screenshot 3). I tried to deactivate optimize mesh, also changed import normals to calculate normals. Nothing helped.
Do you have any idea how I can import an .fbx correctly in Unity using Blender as the modeling software ?
I need to use fbx formats, the torso will be animated later.
Note: The “holes” in the torso (red part screenshot 1 are fully okay)
Doesn’t look like a problem with the normals. That looks like a problem with the auto imported material being set to be transparent.
Accurate and efficient sorting of real time transparent surfaces is an unsolved problem.
In short, a material that’s set to be “transparent” on a mesh that has overlapping geometry is not guaranteed to render correctly. And there aren’t really any perfect solutions to this problem. But I suspect if you go to the Unity model import settings for the fbx, click on the material tab, and change the Material Creation Mode to None, it’ll look perfectly fine.
The reason it’s fine is the obj format doesn’t itself support materials. It can only reference materials from an external mtl file, and Blender’s obj export doesn’t do that automatically. So when you import an obj into Unity it’s not trying to import any materials.
Unfortunately there’s no way to turn off including materials in the Blender fbx exporter. The alternative would be to change the material from Render Mode : Transparent to Cutout.