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Why is Unity eating part of my Blender model?
I have attached 2 screenshots. On one is the original model in blender (as it should be)
and on the other - the stub of the model (how this model looks in Unity).
Moreover, these "holes" in the model are not static; when the object rotates, Unity devours other sides as well. This also happens in the finished beaten game. I tried to export fbx, obj and other extensions, but the result is the same. How to fix it? Perhaps I forgot to put some kind of checkmark or something like that when exporting? And if anything, I have a very beginner level of knowledge of Blender, so I will be glad for any teachings. Thanks in advance.
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Hello, I'm still a beginner myself, but I've come across a similar problem. Possible solution:
You have reversed normals on these polygons, so you can either manually "flip" each of them via
Mesh>Normals>Flip in edit mode, or select all at once and "flip".
To make it easier to find them in the blender, in the material tab, scroll down to the Settings sub-tab and check the Backface Culling checkbox - so, in theory, you will display inverted normals like in junk.
Also, if on the current model you have a material with transparency, then it’s easier in the material settings itself to select the display of both sides of the normals (somewhere at the top, something like DoubleSided). But if the material is without transparency, then it is better not to do this.
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