Take a look at the 3 screenshots at the bottom of this post and you’ll get an idea of the problem. The top picture is in Unity, the second is Blender and the last is the mesh in Blender. The mesh is admittedly ugly, but If I take that entire side and use “set solid” in Blender it looks fine. But when I bring it into Unity the smoothing info is lost. Any ideas or advice on how to fix?
Additionally, if you want some parts smoothed and some hard edges, and playing around with the smoothing angle in Unity doesn’t accomplish what you need, you can select a group of vertices in Blender and hit Y to split them (which is different from hitting P to separate them out entirely; you still have one object). That’s what I had to do for this balloon I did a while ago…I selected the vertices in every other “bulge” and split them. It looks the same in Unity as in Blender.
Thanks Eric, Blender really needs a “crease” function, doesn’t it? What I wanted to do was the opposite of your example, but thanks for reminding me about that technique. The problem was ultimately in the geometry. I went back and re-created that area of the mesh and the smoothing is a lot better, not perfect, but better.
Yeah, the default should be flipped to off for this now. It’s just an extra step to remember to turn that off when importing new meshes. The only reason for keeping the default “on” is because maybe a few 3D packages still don’t properly export the smoothing data.