You could try locking and unlocking the normals then export → Import to Unity again. Check that when exporting, the exporter is not overriding the scene normals. Also check your vertex colours on the models.
I am exporting a lot of characters all on same settings, all work, other models in the same scene works. This one model does not, it has bugged normals. There seems to be no fix. Locking and unlocking does not help.
The only way to get the black off the arms are by calculating instead of importing, but not having correct normals breaks megafiers plugin AND doesn’t look right.
Check that you have the most up-to-date FBX exporter for Maya and investigate the tangent and binormal settings as well. Apologies for shooting in the dark, although I’ve seen this address similar problems.
Now I have the same issue on another character but the previous solution does not work.
In fact, there isn’t a solution. The problem in unity looks the EXACT same.
I don’t know what the previous modeller has done to the characters but the original mesh they worked on is fine, the remodelled versions I’ve worked on are screwed because they come from that mesh. So he’s done something to the normals that is irreversible, I bet if I modified the normals on his mesh they’d come in black too.
But there isn’t a thing left to try, I have used all the options in the normal settings, it can not be fixed.
Only occurs if bound to a skeleton with animation on it
I have wasted so much time (money) on this it’s not even funny.