Problems importing Blender to Unity

Hello. I’m new at all this. I’ve been trying to import this character I made into Unity but when I do, part of the hair mesh sinks into the characters head creating wierd bald spots. I’ve tried several things to fix this like sculpting and scaling it out, importing it with all the hair strands seperate and joined, I’ve removed all doubles, applied rotation, scale, and location. Every character I make has this problem with hair and clothes. I can usually just sculpt it out enough to where it looks ok but this time some of the hair strands are just gone.

Mainly just wondering what is causing this. I’d like to know what I’m overlooking.
Thanks.

EDIT

I played around with some shaders in Unity and was able to get the desired look. It still isn’t a fix but it works for now. Still on the look for a more proper solution.


Might want to try, recalculating the normals on the outside.
…That is, if you haven’t tried adding a cloth physics thing to the hair. Gotta assign vertices to weights in Unity - a bit tricky, but do-able.

Nice, that worked perfectly for the clothes. The hair looks better but still shows through when I first import it. With the right shader it looks great. I think the hair may just be too complicated. It’s my first hair mesh that I think looks fairly decent. I used curves and then converted them into meshes and joined them all but I’m not sure how well they all joined together or if I missed a crucial step. I originally exported it with all the hair strands separate but it still did this. I still have the old save before I joined the hair meshes together if I need to go back.
I’m satisfied with the result though, thanks for the help.