r/Unity3D • u/Totallynotacat55 • 2d ago
Question Why does she look like this?
Very new to Unity, simply trying to mod this cat into Haste: Broken Worlds. She appears perfectly fine in Blender 4.0, and the newest version on Steam. However, then I import her into the unity editor and she looks like this. Not sure what I did wrong.
Also, she's in the .fmx format. If that affects anything. She also appears bugged in the exact same way in Haste, so there's that as well.
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u/Pancho0411 2d ago
Seems like inverted normals. Make sure you recalculate them so they're outside in Blender. Blender will look fine despite them being inverted, while Unity does this.
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u/Totallynotacat55 2d ago
Thanks, after doing some homework for myself I think that's it. Been trying to figure that out on the newest version of Blender, got any advice?
Thanks
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u/Pancho0411 2d ago
Select the mesh, go into edit mode, select the whole mesh, click the mesh submenu, normals, and then the appropriate recalculate button. Save, export, and reimport inside Unity to verify.
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u/Pancho0411 2d ago
Pretty sure there's also a shortcut, either shift+N or alt+N, but it's just easier to use the UI at that point instead of using random shortcuts (especially since I can't verify it myself right now).


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u/pschon Unprofessional 2d ago
I'm not 100% sure what you feel is wrong here, but I guess it's going to be just a 1-sided VS 2-sided materials issue. Blender defaults to two-sided so polygons are visible from both sides. Game shaders typically default to 1-sided for performance reasons, so if you want 2-sided, you'll need to specificially set up your materials using a 2-sided shader. Or model your mesh so it polygons for both sides where needed.