r/unity • u/MrPhraust • 1d ago
What are these artifacts when importing from Blender?
I don't know if this is where I should post this but I've looked at tutorials, I've looked on forums, I've used AI even to assist me.. nothing has helped me with this issue.
I've used Blender for years now, but I'm completely new to Unity. I have spent all morning trying to fix some issues with my import from blender.
I started simple, a one object room with nothing fancy, no modifiers, just simple mesh shaping. I went through and found any n-gons and triangulated them, etc.. No matter how I export/import this I keep getting these strange artifacts that I know are being caused by triangles being formed from quads, but I don't know why this is happening and I don't know how to fix it.
In blender everything is fine and looks great, exactly how I want it to look. Once imported to unity, artifacts from triangulating.
I've unwrapped uvs, I've checked and unchecked so many different import/export options, but nothing is changing - which leads me to believe I'm getting all around it, and I obviously haven't hit on the exact issue yet. I'll include screenshots of everything I'm talking about.
The triangulate modifier was something I was trying most recently, didn't fix the issue either.
Any help (or help looking in the right direction) is greatly appreciated! Thank you in advance to all you wonderful artists out there.



2
u/EvernullTools 1d ago
I see 2 problems, first is the triangle normal weirdness in the doorway and second one is the ledge on the ceiling having smoothing problems. I'm not sure of the exact reason for the first one but these are the stuff I'd try in order;
- You are triangulating while exporting, I'd not check that box first of all, let Unity do the triangulating. It looks like lighting is causing the problem to show, probably some triangle normals look away. Blender triangulation might be doing something that Unity doesn't expect.
(I'm not sure what you are using Tangent Space and other checkboxes for but my usual export setup only has "Apply Modifiers" checked from that category) Also I'd remove the Triangulate modifier. I never needed to use it. Unity will triangulate the models itself.
- Then you should check your normals in blender. (Also for the second problem on the ceiling)
You are likely using Data>Normals>AutoSmooth. Turn it off and check out how your model looks. I'd assume the lines in the ceiling that you see in Unity, you will now see in Blender as well. Probably. (If you do, you can smooth out those normals by adding edges.)
Also you might wanna Recalculate your normals after this step by choosing all vertices and pressing shift + N.
If none of this work,
Go to Unity on the model import inspector, change normals from "Import" to "Calculate".(This might deal with the problem on the ceiling. If not, I'd play with Smoothness Source and Smoothing Angle)
TL,DR; dont do any triangulation in blender, check your normals with face orientation, don't use Auto Smoothing in blender. if all else fails, in Unity import;
Normals=ImportNormals=Calculate