(So, I’m pretty new with Unity and Blender, so I apologize of my horrible knowledge of everything.)
I’m currently testing how models work in Unity, and I’ve made some models already.
Some of them work like they should, but some are missing parts. In Blender they look fine, but in Unity, as I said, some parts are not working properly. Is there a way to fix this, or are my render settings gone wrong or something…?
Here’s one of the files that don’t work, you can check it out in Unity or Blender, if necessary. The problem is in the middle. (it’s a simple couch, needs polishing… A LOT!)
Thank you for answering, I really need solution for this!
EDIT: Screenshots. This is what’s in Blender Object mode:
What do you see in Unity? I don’t know if this is your only problem, but in the top middle cushion, you have two triangles that cross over in a funny way. Look at it again in Blender’s “Edit mode”.
I see lots of ngons in the geometry. No wonder your triangulation is mixed up when exporting to Unity. Each software triangulates in a different way. And so you can get weird results with quads already. Let alone ngons.
I would say you need to improve your modeling skills here. You need to end in at least a quad meshflow
Should be fixable. First step could be to triangulate the mesh. That way you see the problem zones better.
From a learning point of view and because of practice it might be better to start over though. This time avoid to end in Ngons. You can use Ngons while modeling. But the target should be a quad geometry.
I agree with randomperson42: try selecting all triangles in edit mode, press Ctrl+N, and the normals should re-align themselves. also try triangluating first (Ctrl+T) before doing previous step.
After diong this, re-export to unity: it shoould work!
You are welcome. if you have any further blender-related problems, try googling it, or PMing me with the issue; I guarantee you one of us blender modellers have had the problem before!
It’s caused by backface culling. Unity only renders the front face by default. Blender renders both sides by default. You can turn on backface culling in Blender so you can see what it will look like in Unity if you want. Just need to make sure that the faces are facing the correct direction, having it recalculate normals itself will usually fix it, but in some cases you may need to manually flip some faces if it guesses wrong.
Recalculate normals should do a good job. I rarely need to flip faces manually.
Not anymore. Backface culling is activated by default in the newest versions. I have forgotten where Backface culling resides in older versions. But in newer versions it’s in the properties sidebar at the right, under Shading.
Actually, my 2.69 installation does. maybe 2.7 (the newest one) doesn’t anymore?
And I do agree with the “recalculate normals” part. most times, i hit Ctrl+N and it fixes it. when making double-sided tunnels, however… that usually needs manual flipping after any sort of modding!
@Jesse_Pollanen : I also suggest you check the normals everytime, as the normals also affect colliders, not just mesh rendering. have them the wrong way… OMG! WHY DID ELVIS FALL THROUGH A CHAIR?!