I have modeled a simple pocket watch in Blender. Every time I import it into Unity3D, regardless of whether I export it from Blender as an FBX or 3ds file, it always comes out missing faces! Why is this happening? I have never had problems importing models into Unity3D like this before.

Blender Screenshot


Unity Screenshots

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It seems to me that different faces appear when I rotate it differently. How can I prevent this? Thanks!

  • $\begingroup$ Have you tried just using the .blend file? $\endgroup$ – Noctrine Jun 28 '13 at 19:53
  • 3
    $\begingroup$ If you're using ngons, convert them to quads or tris first. $\endgroup$ – jesterKing Jun 28 '13 at 20:54
  • $\begingroup$ what direction are your face normals pointing at in blender? $\endgroup$ – zeffii Jun 28 '13 at 21:21

This looks like you have flipped normals.

Blender draws double-sided by default, but you can enable Backface Culling in the Display panel (one of the panels right hand side of the view-port).

You can also enable drawing normals which draws a line in the direction each face points.

So you can use either of these draw options to check which way your normals are flipped.

This could be...

  • Normals flipped the wrong way in Blender, you can select all in editmode and run 'Mesh -> Faces -> Recalculate Normals' (CTRLN). OR if they are all the wrong way around: you can simply flip the normals. 'Mesh -> Faces -> Flip Normals')
  • Negative scale on the object. Blender detects negative scaled objects and shows the faces pointing the right way, but many game engines will show normals flipped if you have a negative scaled object.
  • $\begingroup$ Flipping the normals worked great! $\endgroup$ – Keiran Paster Jun 29 '13 at 16:55
  • $\begingroup$ Thank you my scales were negative causing issues, wondering why just one object was going wrong in the scene! $\endgroup$ – Martin Sykes Oct 26 '15 at 19:30

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