3D Tile Lighting

Hi,

I’m trying to build a scene with 3D tiles I create in Blender. For example a simple cube as floor tile. When putting multiple tiles next to each other in Unity, they are all separately lighted and you can see the borders between the individual tiles. I want them to look like one smooth surface.

Problem Example Image

For some reason, when using the default Unity cubes, it works as intended. Any ideas?

Thanks to numberkruncher, who found the solution:

I had to use the “Edge Split” modifier in Blender. (It is not necessary to apply the modifier, just adding it suffices.) Letting Unity calculate normals instead of importing them AND setting the Smoothing Angle to 0 also seems to work.