如何正确导入Unity中的fbx?

问题描述:

我已经对一个对象建模并导出为fbx.在我将资产导入Unity后,出现了一些人工制品.这些工件似乎与Unity导入有关,而与fbx文件无关,因为在Windo3d 3d中查看的模型似乎没有问题.

I've modelled an object and exported as fbx. After I import the asset in Unity, some artefacts show up. The artefacts seem to be related to Unity import and not do the fbx file as the model viewed in Windo3d 3d viever seem to have no issues.

非常感谢!

处于Blender编辑模式下的对象

Object in Blender Edit mode

处于Blender对象模式的对象

Object in Blender Object mode

Windows 3d中的对象

Object in Windows 3d

Unity中的对象

它看起来像是三角形缠绕问题.当三角形的顶点的顺序与它们的视觉取向相结合时,可以用来确定是否从三角形的前面"看到三角形.或后退"边.在Unity中,默认情况下,从后"不呈现.这称为背面剔除.

It looks like a triangle winding problem. The order of the vertices in a triangle, when combined with their visual orientation, can be used to determine whether the triangle is being seen from the "front" or the "back" side. In Unity, by default triangles seen from the "back" are not rendered. This is called backface culling.

要解决此问题,您有两种选择:

To fix this you have two options:

  • 修复搅拌器中的三角形绕组(默认情况下,渲染从背面"看到的搅拌器三角形中的三角形,请选择背面剔除选项)
  • 在Unity中使用双面材质(具有着色器且禁用了剔除的材质),即 Cull Off ).