I made and textured a model in blender and imported it into Unity. I set up the render pipeline to be URP. I don’t understand why this model has these odd shadows. Is it because of Unity or is it because of Blender? The issue does not exist when I light the model in blender. I just started using Unity, so please bear with me. Thank you!
Also if it’s because of the normals of the model, I used “Set From Faces”, which didn’t solve it either.
I maxxed out the shadow res and played around with some settings. None of them fix it… There’s nothing even wrong with the model’s mesh. It’s low poly quads
No i mean the physical measurements of the object, how big is it in terms of units?
My theory is the game might be either exceedingly small or extremely large and the rendering doesn’t know what to do with it.
It is possible the normals could play a role? See normally the shading is a blend of the object shading and the shadows, the shadows being masked by the object shading somewhat. If the object is being flatly lit it would reveal shadow artifacts like this.
Ok so I don’t know how to find the measurements, I tried Mesh.bounds.size but couldnt get it to work. Instead here’s cubes lol. From what I understand, they’re 1 unit wide, tall, etc. So, the obj is roughly 5x6 units. If this doesn’t help you at all, please lmk how to get the measurements. TY!
Also, regarding the normals, when I made the model, I used “Set From Faces” and checked if anything was inside out. No problems there but maybe there’s something I missed, who knows.
Try enabling recalculating normals in the import settings.
Also your shadow quality still seems very low. Have you changed the quality mode? Maybe the render feature you’re using isn’t the one you thought you adjusted?
I increased shadow quality back to max (it reset cuz of github), reimported with calculate normal setting like you said. It did not work. Idrk what to do at this point