I am trying to import an object into Unity. I tried exporting it in fbx, max, c4d, collada, but no matter what some faces are missing. It shows up fine in Cinema4D or Meshlab. Can someone please try and let me know, if possible, what I can do to fix it?
I just tried to unify the normals in max, which might have fixed it (The missing faces i think were due to flipped normals, might be wrong mind), but i’m not sure what the object is meant to be of to actually do anything more useful
Thanks, guys. Sorry I didn’t give many details about the model. It’s just a very simple terrain, but it is scaled to the same dimensions as a geo-referenced model, so I realy need to get it to work. It’s not realy flat…
i3DTutorials, I am sure the problem is not in Unity. Unfortunately I didn’t create the model. I can use c4d (kind of) but I have 0 experience with 3dsMax… I will try to talk to a friend and pass your suggestions, thanks.
Thanks, LazyGunn. I’m not home right now, but I will try your fix as soon as I can. If the problems are related to the normals, I tried to recalculate them in Unity instead of importing. Wouldn’t that have fixed it? I am asking because I have a few more models with the same problem. Anyway, I will see if your solution worked and if so I will recalculate the normals before importing.
The importer settings in Unity for calculating normals refers to normals shading, not changing the normals direction. This is a common mistake made by someone new to this field and inexperienced. My suggestion would be to go over some documentation and learn and understand how polygons work and how to adjust and control different attributes of polygons and their components. Do some research and learn about the following:
vertices
faces
edges
tangents
binormals
normals
vertex colors
Educate yourself on all of these things and you’ll see your game development process become faster, easier, and more productive/efficient. Good luck with your game project.
Maybe it’s just Blender, but when I import it it is several polygons all in one plane as shown in the attached image. The normals are mixed up, though, so maybe that is the problem.
Generally in 3D apps, both sides of a face will be drawn even if the normal is facing away, in max the face just appears darker by default in this case
In game related stuff (And i’m assuming Unity), the backface of a normal is culled so its not drawn, for performance (You can change this with the shader usually) so it’d appear invisible
You’re correct. Depends also on your DCC package. 3dsMax by default, as you stated, doesn’t perform backface culling by default in the viewport. Same with Softimage and Maya. ZBrush by default does. So again, depends on the 3d package used.
In general, most (if not all) game engines dont draw the back faces by default, including Unity, Unreal, and CryEngine. In Unreal for example, you need to flag the 2 sided option in the material settings. In Unity there is no such convenient option, so you could either export your asset with double faces (I dont really recommend this) or you can program your own shader that draws backfaces (or get someone who knows shader programming to do it.)