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**deformed model in unity**

My model gets messed up when I try to export it. How do I change it to be normal? Some parts of the model are missing, even after I join the model together.

eDIT- here is the download link

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  • $\begingroup$ Welcome to Blender.SE! Please give us further information. What does the model look like in Blender? It says "Can't calculate tangents, because mesh 'Cube.001' doesn't contain normals." at the bottom. Did you already check the object 'Cube.001'? $\endgroup$ – palkonimo Nov 27 '16 at 15:25
  • $\begingroup$ Thanks for trying to help. Basically, what I found out was that when I import into unity it says that my model didn't have enough vertices or triangles, thus it split it into two parts.... How do I stop it from screwing up? $\endgroup$ – Filip Nov 27 '16 at 16:45
  • $\begingroup$ Unity splits up mesh if it contains more than 65,000 triangles. How many total triangles are in the mesh you're trying to import. $\endgroup$ – TTTTTTa Nov 27 '16 at 17:09
  • $\begingroup$ 76 396 triangles, I deeply apologize for my imperfections, but could you please tell me how should I go about making it, so it works? I heard that triangles shouldn't be in the model... WHat should I do? $\endgroup$ – Filip Nov 27 '16 at 17:13
  • $\begingroup$ The triangles are just the connections between the vertices. Every proper model has the triangles. I can tell you that 76,000 is too many triangles. And it may be impossible to rig the character if Unity has to split up the model into multiple meshes. For a typical character model, the number of triangles is usually no more than 20,000 triangles, as general guide. Look up the "Decimate" modifier for help on reducing triangles. blender.stackexchange.com/questions/8975/… $\endgroup$ – TTTTTTa Nov 27 '16 at 17:43

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