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Question by br.glen23 · Sep 23, 2013 at 11:30 PM · meshblendermodel.blend

Importing Blender mesh to Unity

Hello, I'm trying to import some mesh to Unity, but it doesn't seem to show up properly. Some faces/vertices are missing. I've made sure I didn't have any duplicate vertices/faces and had no doubles. I'm also pretty sure that I did Object/Apply/Rotations, Scale, And transformations.

Here is my model in Blender:

http://imgur.com/nNpiq54

And my model imported into Unity:

http://imgur.com/RQtyoK8

The shading also appears to be screwed up for some reason. Anyone else have this problem?

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avatar image meat5000 · Sep 23, 2013 at 11:35 PM 0
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Did you check for non-manifold?

Edit mode, select menu. Vertex or edge selection mode only.

avatar image khellstr · Sep 24, 2013 at 12:00 AM 0
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Screencaps are same image, both from blender.

avatar image meat5000 · Sep 24, 2013 at 12:06 AM 0
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There's a button thing on top for first/second image

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Answer by Eric5h5 · Sep 24, 2013 at 12:29 AM

Change the normal generation in the import settings from import to calculate and play with the angle. Ideally, though, for the most control you'd use the edge split modifier in Blender to indicate all hard edges, since hard edges require split vertices.

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Answer by Tim-A · Sep 24, 2013 at 01:03 AM

You can either do what Eric said or what I found out is that it all depends on what you export it as. Sometimes a .FBX messes it up. Try to export it as a .OBJ or a .DAE. Hope this helps. :)

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