Normal Lighting Issue

Hi there,

I’m having some problems with the normals of a model.

In the attached picture you can see on top the model in Blender (with all the normal pointing out) and the model in Unity below (using the Standard Shader).

As you can see there is a problem around the eyes, it looks like the normals are all messed up there.
I have tried:
-Recalculating the normals in Unity
-Recalculating the normals in Blender
-Use the imported normals
-Change the tangents on the import settings

They all lead to similar results.

Any idea/workaround for this issue?

Thanks!

It looks to me like the quads around the eyes are a different material.

Unfortunately not, it is all a single material :(. Thanks in any case.

What does the material look like in Unity? What does the UV map look like? Are there any doubled verts on the model?

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Tried to remove all the double vertexes (there wasn’t any), the UVs were ok. I used a shader that would display the normals and you could see they were all messed up next to the eye.

So I copied the eye part only to another file, made it completely flat, recalculated the normals and still the same issue.
Then, decided to export it to FBX and then the normals were displayed ok (I was using directly the Blender file).

Funny enough if I import the FBX file to a new Blender file and then save that file to Unity as a.blend the normals issue will appear again. So it seems there is something dodgy with the Blender importer for Unity. For the moment, until I find a solution I will stick with the FBX file.

The thing with this is Unity doesn’t have a .blend importer, it knows how to launch Blender in the background and export an FBX. I never put blend files in my assets directory though. You can’t control what you export that way, I usually have other stuff in there I don’t want imported into Unity. And you can’t set any settings on the FBX exporter either, you’re just stuck with whatever the default is.

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