When i import my Makehuman from Blender to Unity I get this messed up face, like it’s partly transparent. What did i do wrong? In blenden everything works fine (i want to make animations in this) but in unity the eyes and the mouth get disformed. Is there someone who can help me fix this?
Uh, no. I tried to figure out how to do that, but I don’t get it. Can you get me an online example of how to calculate the normals? (I don’t normally work with 3d programs)
Yes, I tried to google it… Still all the answers that i find doesn’t match. I can’t find any function in blender that should be recalculating the normals… ctrl+n doesn’t work and i don’t get a tab called ‘Shading/UVs’ in the tool section. :-/
Make sure you’re in edit mode. Then shading / uvs tab will be there. Press ‘A’ to select everything and press the recalculate button in shading / uvs. It’s in the tool shelf on the left, not in the properties shelf on the right.
I’m using make human, worked good for me… There is an export / import plugin on the makehuman website that imports into blender properly… Although, it looks like normals are being reversed. Or the teeth arent rigged properly and is front of the players face. Idk. Make sure everything is weighted properly. Go into the pose mode on the armature and move stuff around to be sure everything is following the bones. Google the plugins and that will solve your problem too.
if then its in Blender that its flipped then what you do in blender is turn on Backface Culling to see what is messed up. Recalculating Normals can often do more damage than good. Its better to find the vertices that are “transparent” and zoom inside the model to see its been reverse. Select all of the ones that are reverse, and then click Flip instead.
There is another problem you have to be careful about. Even if you haven’t meant to do so, if you have accidentally hit Shift D somehow, and created a double while trying to join parts like rigging, or whatever, that can ruin the models as well and requires hours of r=finding each duplicated cell and removing them, or just trashing the model and starting over.
Currently though there are still conflicts and i will often just not include the Lash and brow meshes having such being part of the skin textures.