What is causing black spots on the model I am importing from Blender?

I am getting “weird blotches” on my model as I am importing it in from Blender. I’ve worked to solve this problem for about 12 hours and come up with nothing that helps. The character originated in MakeHuman and I was unable to get an armature to work with Mecanim. So, I spent a day building a Mecanim armature and skinning the model with weight painting.

I kept getting a problem with weight painting where it refused to weight paint any of the bones automatically. I had to weight paint every one of them individually by hand. And that seemed to work. The model now animates through Mecanim exactly as expected. I only mention this problem on the small chance it is related to the current problem since I never understood why it would not auto-weight paint.

Anyway, the current problem is that I get the black faces on the model shown in the picture. I set the textures to none so that you can see this has nothing to do with bad UV mapping. And I’ve set normal and tangents to calculated.

I’ve tried to “fix” the normal and tangents every way I can think of, but I’m convinced now that that has nothing to do with the problem. I’ve gone back into blender and recalculated the normal over and over. I’ve visually checked all the normal around the nose and mouth and none of them are wrong in Blender. In fact, the model lights perfectly without problems or artifacts in Blender even with the UV texture applied.

Even when I turn lighting off in Unity there is still a problem. In fact, the picture example is with Unity lighting turned off.

Also, I’ve imported characters similar to this one from MakeHuman through Blender into Unity and this is the first time I’ve had this type of problem. I swear that when I first imported this character even this character was fine until I went back into Blender and did a quick edit on it. Then I reimported the model and got this. I’ve tried deleting the model completely from the project and reimporting from scratch and that didn’t help.

Does anyone have any idea what is causing this? I’ve googled until I can’t think of anything left to google. I’ve fooled with the model in Blender and Unity both. And so far I’ve come up with nothing. I’m at a total loss as to what the problem might even possibly be.

I think I have a solution

Have you imported it as a blend file

If yes go back to blender open up the file, export file to a .FBX [20574-help.jpg |20574]

if still doesn’t work update blender to 2.69 if you already haven’t

update unity to unity 4.3.2 then try if you already haven’t

add a body texture to the person/body then the black spots/bits might disappear.

Hope this resolves your problem

What you are observing is the result of having a “Non-Manifold” mesh. Its not watertight. This is why orbitals and mouths are common places for this ‘error’. Eye-sockets and mouths often remain un-sealed. You can seal them internally.

In Edit mode of Blender, DE-select the mesh using A in 3D Viewport.

Select Vertex Mode.

Menu, Select → Non-manifold

Watch it light up.

There are a few ways to fix Non-Manifold meshes but mainly the thing to do it make sure there are no holes in it.

A common culprit → When you snap a vertex to an edge this is Not Connected! You must split the edge to create a new vertex and merge the two.

A good thing to do in Blender is to Check the box for Vertex AutoMerge.

After fixing a non-manifold mesh, you will need to recalculate normals, outside.