What if I need to show both sides of a plane? Like a wall that separates two rooms for instance. To do that, go to Edit Mode, select all faces, go to Mesh > Normals > Recalculate Outside. In your model, all normals should always point outwards. This vector is called a normal and it points to only one side of the face. What is a normal? In a mesh, each face has a single vector which is perpendicular to the face. If you are experiencing this issue try the following: This is caused by the normals of those faces pointing inwards. ![]() Sometimes when importing a model into Unity, it appears as some faces are invisible. However, if you have a really high number in there, the model will show far away in Unity as well, so keep an eye there and setting it to 0 won’t hurt. When you place your model in Unity you will most likely move it around, so you don’t have to set the location transform in Blender to 0 as it won’t do much. Keep an eye at the location transform in Blender. ![]() Why is this? If you set the origin to say the middle of the model, when you import it to Unity and drag them to your terrain / floor, the middle of the model will be on Y = 0, so you might have to drag your model up each time. In order to set the origin of the model to the 3D cursor: select the model, then navigate to Object > Set Origin > Origin to 3D Cursor. To be more precise, Open the View window and set the location of the 3D cursor manually. To change the origin in Blender, select the Cursor tool and click where you want to place it. This might not apply to all cases, but for instance if in Unity you’ll have the floor on Y = 0 (Y as in vertical coordinate), and your Blender model (in this case, a tree) will go on ground level as well, it’ll be much easier if you set the origin in Blender to the base of your model.
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