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Blender Mesh Import issue

Hey, I have been using Blender and the new Unity 3. My issue occurs when importing the mesh into the Game engine. While the mesh is whole in the blender, certain faces are missing when it is imported into unity. I tried exporting it as a .fbx file, to no avail. If any other blender user has a solution to the problem, please respond.

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asked Nov 18 '10 at 11:43 PM

Donald Seburn gravatar image

Donald Seburn
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I think this may be the normal model, in edit mode select all faces ('A' key) and press (keys 'Ctrl + Shift + N') or wrong ('Ctrl + N'), so is fixed and the normal model is perfect in Unity

Feb 26 '11 at 08:11 PM Unamine
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5 answers: sort voted first

Try selecting the whole mesh (A Key) and switching to Edit mode. Then click "Mesh" and go to "Normals", then click "Recalculate Normals Outside"

Usually what you describe is the result of some normals on the model facing inwards. Blender sometimes makes it hard to see this (there is a button for "Show Normals" in a submenu in the edit mode). If you Show Normals, you can examine the normals in the blank spaces and Flip (under Mesh/Normals/Flip) them outward.

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answered Nov 18 '10 at 11:49 PM

The_r0nin gravatar image

The_r0nin
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hello, i always am using blender to make a quick yet good creation for my game, and i notice that problem often. i find that if i find out which face it is, and just play with it, i make new faces, delete overlapping faces, etc. basically, i don't have a solution, but until someone does, you could do what i do: manually fix it.

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answered Nov 18 '10 at 11:50 PM

Jesus_Freak gravatar image

Jesus_Freak
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I actually found that you don't flip the normals outside, you just flip the normals of the faces that are facing in. I have no idea why Blender does this, but it just does.

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answered Nov 04 '12 at 08:45 PM

Coreyf716 gravatar image

Coreyf716
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I actually found that you don't flip the normals outside, you just flip the normals of the faces that are facing in. I have no idea why Blender does this, but it just does.

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answered Nov 04 '12 at 08:46 PM

Coreyf716 gravatar image

Coreyf716
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You may try this:

BLENDER (2.49b):

1) if your model is "closed" (like a box or character) disabled DOUBLE SIDED, if not leave it enabled

2) Make sure there are no lighting or cameras (if there are, erease them all)

3) In edit mode select your model by pressing "A" key

4) Press "W" key and in the pop up menu select "REMOVE DOUBLES" and accept.

5) Press Ctrl + N to calculate normals

6) Save it as a normal .blend file (Unity imports it automatically) pressing Ctrl + W.

Suggestions:

* The most stable version of blender is 2.49b
* Save your .blend files in your Project/Assets/Anyfolder so unity imports it inmmediatly after you saved your file.
* Don't use particles, bakes or cloth simulations from blender.
* You can RECALCULATE NORMALS only in the vertices that are wrong (that means not always is needed to select ALL vertices)

Hope it helped

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answered Sep 26 '11 at 04:39 AM

BLF-Games gravatar image

BLF-Games
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It's been a long time since I've used Blender 2.49, I'm afraid. While yes, it is the most stable version, the new features in the 2.5x series are too good to have to do without, in my opinion!

Sep 26 '11 at 06:51 AM syclamoth
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asked: Nov 18 '10 at 11:43 PM

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Last Updated: Nov 04 '12 at 08:46 PM