Surface problem

Hello,

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.

Model in Blender:


Model in Unity (fbx):

Unity material setup:

Simple texture with alpha (targa 32-bit):

Is there any way to fix it or do i do something wrong?

Thank you!

Best regards,
Alex

Go to edit mode in Blender, select all vertices and Recalculate the normals outside.

As i said earlier, that doesn’t help. I’ve done it many times. The screenshots above show the normals, which are fine, i’ve checked them one by one.

Quick update on the problem.

When i change the transparent material to non-transparent one, everything looks fine (both lightmapped and not lightmapped):


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?