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Loosing part of my model why? Help please

Discussion in 'Editor & General Support' started by alfred1963, Feb 14, 2008.

  1. alfred1963

    alfred1963

    Joined:
    Nov 14, 2007
    Posts:
    35
    I am exploring how to import models from C4D, after bringing this model in it shows only part of it.
    Is there anything I am not aware of thats causing this issue.
    • Wondering if some of it is related to the camera hiding items to show Lepz I am using the 3D Platfom Tutorial files as my sandbox
    •Strangly enough the model shows in full when viewing from unterneath?
    What am I missing?

    Thanks for any suggestions.
     

    Attached Files:

  2. walker

    walker

    Joined:
    Oct 19, 2007
    Posts:
    39
    hi

    play around with normals
    the outer part looks right for me, but try to flip the inner_ring_normals and the top_normals, should fix your problem
    most shaders in unity are "singlesided"
    thers a nice preshader "Nature/Vegetation Two Pass" to render both sides of your object.
     
  3. Omar Rojo

    Omar Rojo

    Joined:
    Jan 4, 2007
    Posts:
    494
    If rotating the camera shows your missing parts of the objects then is because the shader you are using is culling back faces (faces that has normals pointing away from the camera).

    If not, it probably has something to do with the format you are using, try exporting to something else like FBX.

    .org
     
  4. AaronC

    AaronC

    Joined:
    Mar 6, 2006
    Posts:
    3,552
    Both the above answers are good ones IMO, the only other possibility is that you are using instances, which are not transferring, in which case your model copies have to be actual objects.
    HTH
    AC
     
  5. alfred1963

    alfred1963

    Joined:
    Nov 14, 2007
    Posts:
    35
    Thanks that worked fine, saved me a lot of time trying to work it out.
    Rotating the floor made it apear from the top, don't need to see it from below.
    Better read up on Normals!

    One more question then as I have a continous ring wall there
    does that mean I should contruct diffentently am I better of breach the ring into its componant walls?

    whats a good rule of thumb of how to brake down modeling should I try to built singl large models or break it down as much as I can?
     
  6. AaronC

    AaronC

    Joined:
    Mar 6, 2006
    Posts:
    3,552
    The sweet spot per object is around 1500-6000 polygons roughly, so combine if they are lower. If you wanted a section to fly off as part of an explosion or similar, it would need to be its own object...

    AC
     
  7. alfred1963

    alfred1963

    Joined:
    Nov 14, 2007
    Posts:
    35
    Thank you all for the quick help, much appriciated.