I’ve mainly done 2D stuff in Unity so it’s entirely possible I’m missing something trivial.
I made this object in Blender 3.6.3 and imported it into Unity 6 (6000.0.29f1). It’s a platform meant to fit in the corner of two walls. You can see in Unity the shading, especially on the curved bits in the left corner, is wonky compared to what’s showing in Blender. I realize it won’t be exactly the same, but it shouldn’t be ugly.
Here you will find two screenshots, one from Unity and one from Blender. I’ve circled the shading weirdness in the Unity shot in red.
https://imgur.com/a/UhzQJTr
It’s ugly like this. Is it just bad topology on the model or what? It’s like the shading is happening along the edges of polys.
Unity’s doing a sloppy job converting your ngons there. Try applying Blender’s Triangulate modifier and exporting it with that.
edit: whoops. I didn’t notice it WAS triangulated. It looks like this is related to Unity’s smoothing instead. In the model import settings and tweak the smoothing angle as needed or disable smoothing altogether.
I would first recalculate normals in blender.
Additionally, when you want smooth faces but sharp edges, use the Edge Split modifier.
@Murgilod & @spiney199 thank you both for your input. In a way, you were both right. For anyone reading this later, here’s what I did which resolved the issue.
In the Project tab, I clicked on the .blend file which opened the “Import Settings” in the Inspector tab. I then chose the “Model” button and changed “Normals” from “Import” to “Calculate”, then clicked Apply and, wouldn’t you know it, Robert is your mother’s brother.
Here is a screenshot guide as well.
https://imgur.com/a/c2j5RFE
Thank you very much for your help!