I’m brand new to Unity so perhaps I’m missing something simple.
I’ve modeled a few objects in Blender 2.5, verified the directions of all my normals for faces and vertices are facing the right directions. When I import the fbx into Unity some of the normals are fine and others seem to be reversed. Which ones are correct and which are not seem to be rather random. To test, in blender I have tried reversing all normals, resetting them to the outside and a few manually changes. After each I re-imported to Unity and got almost identical results as the initial problematic import.
Does anyone have any suggestions? To be honest I’m not sure if the issue is with Blender, Unity or myself…
Thanks.
I found the answer. Go into edit mode > face mode, select all mesh with A, hit 'N', and find the normals. Select 'face'. Now you will see that some of the faces do not have blue lines coming out of them. Select the faces that don't have lines and go to mesh > normals > flip normals. They should show up. Hope this helped.
If none of the solutions work, you have likely not joined the two halves of the mesh leaving it to be Non-manifold. This can leave it with holes in and add to the bad normal calculation.
Just a follow-up to my own ticket, in case someone stumbles upon it in the future.
I seem to have resolved this problem with the normals. It appears that because I had not yet assigned a material to the meshes in Blender that some normals didn’t work correctly once imported into Unity, even after fixing them, reversing them etc. I will verify this with some more models again later and post a follow-up of whether or not this was indeed the reason.
It hasn't worked for me. Even with a material they appear invisible.
also in blender if you go to edit mode select all the vertices/faces and hit ctrl+n it calculates all normals based on the camera and flips them.
IMTRIGGERHAPPY9 - that worked for me, was initially confused by false previews in blender and the unity preview. I try to do a final scene test to be sure. But your solution is dead on. edit mode, select all faces, control n.
I found the answer. Go into edit mode > face mode, select all mesh with A, hit 'N', and find the normals. Select 'face'. Now you will see that some of the faces do not have blue lines coming out of them. Select the faces that don't have lines and go to mesh > normals > flip normals. They should show up. Hope this helped.
– Coreyf716If none of the solutions work, you have likely not joined the two halves of the mesh leaving it to be Non-manifold. This can leave it with holes in and add to the bad normal calculation.
– meat5000