Missing meshes when importing fbx from Blender

Hello, I am using as 3d models in my game fbx files imported from blender because I don’t know why, when I import something .blend to Unity, it says that Unity can’t import .blend files.

Anyway, this is working well except with one object, a little feather that I draw in blender:

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In the image above, the right one is the feather in the blender. The other two are the feather in the Unity from different perspectives. The strange is if I look it from its back and its front, the missing meshes from one side appears in another side and vice-versa. Can some one help me. I don’t want to draw it again :stuck_out_tongue:

I’m a little late to the party, but what you need to do is pop open blender and check your face normals. You can view them by opening the Properties menu (N) and then there’s a checkbox down a ways to display normals. Once you can see the ones that are flipped the wrong way around, you can select the errant faces (Ctrl-Tab, Select Faces) and ‘Flip Normals’.

Keep in mind, your model is only one sided. If you want people to be able to view that feather from either side, you’ll need to have a double sided mesh. And the ‘double sided vertices’ in Blender only works for Blender’s rendering engine, it does NOTHING to the Mesh data itself. So you’ll need to create a copy of it, flip it around, and weld the two together so it’s a single mesh again - otherwise they’ll be two distinct meshes, and Unity only allows one mesh per mesh filter.

Did you try this possible solutions?

Did you try adjusting the settings of the [FBX]-Importer?

I’m a little late to the party, but what you need to do is pop open blender and check your face normals. You can view them by opening the Properties menu (N) and then there’s a checkbox down a ways to display normals. Once you can see the ones that are flipped the wrong way around, you can select the errant faces (Ctrl-Tab, Select Faces) and ‘Flip Normals’.

Keep in mind, your model is only one sided. If you want people to be able to view that feather from either side, you’ll need to have a double sided mesh. And the ‘double sided vertices’ in Blender only works for Blender’s rendering engine, it does NOTHING to the Mesh data itself. So you’ll need to create a copy of it, flip it around, and weld the two together so it’s a single mesh again - otherwise they’ll be two distinct meshes, and Unity only allows one mesh per mesh filter.

Another late answer, I had a similar problem of faces not showing up, and I found that it was being caused by an n-gon.
A face with six vertices in this case. I added two edges to break up the face, and that fixed the issue.

You can view them by opening the Properties menu (N) and then there’s a checkbox down a ways to display normals. Once you can see the ones that are flipped the wrong way around. Then select all faces on “A”, go to “Mash” in menu, select “Normals” and “Recalculate Outside”!