i’m trying to create a scene in Unity. Everything is fine, but i keep getting a very annoying issue. I have a very basic door model in Blender, the normals and UVs are fine (checked 100 times on different parts of the object). However, when i import the model into Unity it looks very weird - i can see through polygons.
It was very hard to see how your model is supposed to look in Unity. It is usually better if you spit transparent and opaque parts and use separate meshes/materials/textures for them. You also avoid transparency depth issues.
Thanks for the suggestion Dantus! Well, using multiple materials on one mesh is what i always trying to avoid, yet i don’t think that splitting simple mesh into multiple objects is a good idea. There are a lot of doors and windows in the scene and all those small objects will create a mess, which is what i would like to avoid as well.
I’ll try to go with multiple materials and will share the results.
The problem is now fixed by assigning separate materials to the respective parts of the mesh. It is good as a temporary workaround, but is there any less CPU expensive workaround?