I built and imported a building from Wings 3D, and every plane is being shaded light at the top and darker grey at the bottom - such that if I made a wall from a solid plane on top and another on the bottom and then shorter segments in between with gaps for openings for windows then each plane has a white top and grey bottom making it obvious the solid wall is four plus pieces and giving it a horizontally striped look. This makes every component of the model stand out distinctly and look silly. Tried tinkering with everything I could find to get rid of this in both Wings and Unity to no avail. Any idea what I am doing wrong? How to fix in either Wings or Unity or both?
Click on the imported model in Unity. In the fbx importer options, you will see the word “normals” with a little drop down box next to it.
Click on the box and change it from “import” to “calculate”. That should fix your problem
Oops… Posted twice by accident!
Excellent thanks that fixed it right up, though I was using the 3ds export from wings. Should I use FBX instead? Why?
Any idea how to make the textures apply on placing the model in Unity by the by? Some do but most I have to drag and drop on each surface even though the texture is in the folder with the model.
You don’t have to export it as an fbx, it will not make any difference.
As for the textures… I have no answer. I also have to drag and drop onto most surfaces.
Good luck with your game
I export in FBX format from Wings. I don’t know if there is any advantage to that, but I thought as FBX is the most used format used in Unity, any bugs have more chance of being solved already.
I always set Materials Generation to Off in the model importer. I import the texture atlas separately, put that in a Material, then apply the Material to instances of the model. I have more control that way.