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How do I fix the normals of my model from Blender3D?

Discussion in 'General Graphics' started by VileGoo, Aug 9, 2018.

  1. VileGoo

    VileGoo

    Joined:
    Apr 29, 2017
    Posts:
    220
    I'm not great with 3D modelling so i'm doing a low poly style for my game to keep things simple. I modelled a simple arm holding a lantern that i'll eventually try and animate with some jiggle bones for the lantern and simple animations on the arm. But i'm having a problem with the normals. They look fine in Blender3D but some faces are completely black and look strange when exported to Unity.


    Blender3D model


    Unity model (changing the skybox/lighting settings doesn't seem to help)

    I exported the model as .fbx with Z forward, Y up and unchecked 'add leaf bones;' nothing else was changed.

    How can I fix this?
     
  2. areepen

    areepen

    Joined:
    Aug 28, 2017
    Posts:
    7
    Actually the Normals are also wrong in Blender. The inverted faces have a different color.

    To make this more obious, press 'N' to show the Propeties Panel. In Edit Mode you will find an option to show Normals at the bottom of that panel.

    Then select them and hit 'Space' and type 'flip normals'.

    You probably also want to check this page: https://docs.blender.org/manual/en/dev/modeling/meshes/editing/normals.html

    Try to become familiar with the other Normal settings like 'Auto Smoothing', 'Make Normals Consistent' and the differences between Face, Vertex and Vertex-per-Face Normals. Depending on the tools you use in Blender to create your geometrie, some faces will end up with different kinds of normals and you want to smooth that out to get an even lighting later on.
     
  3. InstinctDevs

    InstinctDevs

    Joined:
    Jul 6, 2018
    Posts:
    105
    Just select all with a and press ctrl +n
     
  4. VileGoo

    VileGoo

    Joined:
    Apr 29, 2017
    Posts:
    220
    None of the normals are messed up though in Blender. I made sure of this before making this thread; all of the normals are facing the correct direction. If some of the faces did have flipped normals in Blender it would be pretty obvious because it would have a very dark face (and the model inside of Unity would look like it has a hole in it, rather than being black.) Something else is going on.
     
  5. BIGTIMEMASTER

    BIGTIMEMASTER

    Joined:
    Jun 1, 2017
    Posts:
    5,181
    Not a Blender guy, so you'll have to translate from my Maya jargon.

    Unlock the normals, then smooth them. Delete construction history and reimport to Unity.
     
  6. kdgalla

    kdgalla

    Joined:
    Mar 15, 2013
    Posts:
    4,355
    Check for overlapping faces too.
     
  7. sebastiansgames

    sebastiansgames

    Joined:
    Mar 25, 2014
    Posts:
    114
    I’ve had this exact issue appear modeling in C4D when I’ve accidentally left ngons in the model (polys with 5 or more sides). Not sure if Blender has a similar ‘remove ngons’ function, but might be worth checking out to see if that’s the problem.