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Importing to Unity, mesh normals broken?

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  • V Offline
    VasS57
    last edited by 20 May 2017, 17:36

    Hey guys,
    I've been playing with SU and Unity for a few hours and I just can figure out how to avoid this problem:

    http://i.imgur.com/wZEgEMe.png

    The drawer is built using just Arcs and Push/Pull.

    I'm importing .skp 2015 directly into Unity, but FBX produces the same mesh.

    I must be missing something obvious here, thanks for your help!!

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    • J Offline
      JQL
      last edited by 20 May 2017, 19:58

      As you can see, either unity or fbx doesn't deal with ngon faces just triangle faces. So either the exporter or unity is breaking the face into tris. If you break it in sketchup, prior of exporting, you can probably reverse faces or soften smooth the correct ones and also preserve UVs. I suspect something like that might be happening but have no experience on the matter of Unity.

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      • F Offline
        filibis
        last edited by 20 May 2017, 23:26

        Unity triangulates meshes as JQL pointed out but it's not necesserily a bad thing. Because i don't get weird light-maps or textures broken when imported .skp files and i'm not going to edit meshes inside Unity.
        So i suspect there is something wrong with your .skp model/geometry, can you share?
        unity_triangulation_wireframe.JPGunity_triangulation_shaded.JPG

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        • E Offline
          eneroth3
          last edited by 21 May 2017, 06:16

          Maybe the problem isn't shading caused by faulty normals but just a visual effect of all the dashed lines. What happens if you do the Unity equivalent of SketchUp's hide hidden geometry?

          My website: http://julia-christina-eneroth.se/

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