Model faces visible when they shouldn't be

Hey,

So my issue is that my model (see below) has been cut into different pieces. But as you can see the sides of the cut up model are showing sometimes? How can I get rid of this issue?

Also the normals are all correct!

Thanks

[29668-see+faces.png|29668]

You said the “normals” are correct, but there are only two possible reasons for this:

  • You either use a transparent shader / shader that doesn’t write to the z buffer / shader that doesn’t do a z-test.
  • Your faces look to the wrong side. “Normals” are the wrong term here. You could say “face normals” but it’s actually just the winding order of your vertices which determine which side is visible. The vertex normals are only used for lighting. If they are flipped the model just will by lit wrong.

So we need to know: What shader do you use? And where and how do you “cut” the mesh? In Unity with a script or in an external program.