Hi! I made a sort of terrain with Blender by starting with a plane, and when I import it in Unity it’s very bizarre…
The model in Blender:
The model imported in Unity:
The same model in Unity but with a view from under:
In a game engine, faces are one-sided, so are only visible from a single direction or the other. That’s why you can see some of them from above and some from below. In blender, you want to view the face normals and make sure they are all pointing upward. Flip the ones that aren’t.
this isn’t entirely true. You could say that in unity, the standard shader culls backfaces by default.
Other game engines, like Unreal, have a toggle for backface culling in the standard shader. As do realtime render engines like Marmoset Toolbag. You can do the same in Unity but you have to write the shader for it. So it’s not an absolute rule.
A few uses for double sided meshes are hair cards, thin clothing or fabrics.