Correct normals on model- odd light map. Help!

Hi guys,

So I’ve created a model in Blender- rigged it etc… and made a few animations. I’ve checked that all the normals were facing the correct way before exporting (see attached) and everything appeared to be fine.

However I tried exporting to FBX, as I wanted the animations, but on importing to Unity it looks like it’s only rendering the backfaces (see attached).

A few people seem to have experienced this but there doesn’t appear to be a full solution.

For reference, I’ve tried reversing the normals which works (kinda) but has a side effect that the lighting is inverted on the model (probably because the back faces are being illuminated- not the correct side).

Any ideas?

Thanks,
Sam

I found the fix to your problem. You need to recalculate the normals(above answer) and apply the scale+rotation of your model. When you have your model(not armature) selected in object mode press ctrl+a which brings up the apply menu, then just click ‘Rotation & Scale’.

How To Apply Rotation & Scale:

The Finished Product Should Look Like This: