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Model displays weirdly?

Discussion in 'General Graphics' started by matharoo, Jun 8, 2015.

  1. matharoo

    matharoo

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    May 17, 2015
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    22
    I have this model from Blender:

    It is a child of the FPSController object, so it moves with it (like player's body). I am using the FPSController that came with the Standard Assests.
    Now this model appears like this in Unity:

    And like this in game:

    What am I doing wrong?

    And furthermore can you please tell me how to make this object cast shadows?

    Thanks! :)
     
  2. matharoo

    matharoo

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    Someone out there to help me? :)
     
  3. ThomasCreate

    ThomasCreate

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    Feb 23, 2015
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    Are you using a transparency shader on the model? If so, that visual glitch is to be expected: Real time rendering only sorts different meshes for transparency, not different parts of the same model.

    If not, then I don't know what's causing that.
     
  4. matharoo

    matharoo

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    Nope, no transparency shader.
     
  5. theANMATOR2b

    theANMATOR2b

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    So how is your setup? It's something to do with your setup or sorting layers.
    Are the arms separate meshes?
    How is your character setup?
    Is the left arm and right arm the same mesh?
     
  6. matharoo

    matharoo

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    Well the body is just one model imported from Blender.
    And what setup? You mean my computer specs? Low end.
    And I can do nothing now because my hard disk has died and I have to wait till I get a new one. Luckily my project is safe on my Dropbox. ^__^
     
  7. theANMATOR2b

    theANMATOR2b

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    Setup = shader, scripts, materials/textures from blender, uvs etc.
    How does the model look before attaching it to the fps controller?
     
  8. matharoo

    matharoo

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    Well I don't know about that. I just imported it and dragged it into the FPS controller. And as I told you, I can not do anything because of dead HDD.
     
  9. Harold_83

    Harold_83

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    Nov 25, 2014
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    I don't know what everyone else is talking about. Your normals are inverted dude.
     
  10. theANMATOR2b

    theANMATOR2b

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    Wrong -
    If the normals were inverted you wouldnt see the shoes through the hands because the hand normals (even if inverted) would still draw over the shoes.
     
  11. Ibzy

    Ibzy

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    Sep 15, 2013
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    If the hand's normals were inverted, that would mean you (in the picture) are looking at the "back" of the hand normals, which don't show if something is the other side of it. I've experienced something similar before which turned out to be exactly that, so I think he's right.
     
  12. theANMATOR2b

    theANMATOR2b

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    I don't know.. I'm still not convinced :)
    I agree if the normals were flipped you (in the picture) would be looking at the back of the hand normals. And since the wrist and fingers are cylindrical objects - even though you can see through the top of the wrist/fingers (because the normals are flipped) you would not be able to see through the bottom of the wrist/fingers - because the normals are flipped so the texture would display on the inside of the bottom part of the hand - occluding the feet.
    Right?
    If normals are flipped on a cylindrical object you will see through the top part to the inside, but the bottom side of the cylindrical object will display the texture on the inside (flipped normals) of the object.
     
    Thomas-Mountainborn likes this.
  13. Ibzy

    Ibzy

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    I suppose if he were to share the model we could figure this out pretty quickly :)
     
    theANMATOR2b likes this.
  14. matharoo

    matharoo

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    Uh oh, I'm frikkin' late! Sorry! :/ I'll share the model. You need to wait. :)
     
  15. matharoo

    matharoo

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  16. matharoo

    matharoo

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    Will someone help? :/