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1 vote
1 answer
54 views

Blender export causes Substance Painter "Missing seams on hard edges" error

It's rather a specific problem, I downloaded a model of a gun from the official CS2 workshop tools (provided by devs) for skin makers (Also, just to clarify, you got to understand that I can't change ...
vladosb's user avatar
  • 11
2 votes
1 answer
30 views

Why I'm getting artifacts with normals of exported mesh?

I've created mesh and exported it in unreal engine 5, where I'm getting strange artifacts like this: when in Blender it looks okay: I thought the problem could be in normals, but looks like there is ...
Сергей's user avatar
0 votes
0 answers
36 views

Nif export - Normals shared problem

Need help for an unsolvable problem. I use Blender to edit a cycle frame from the Pro Cycling manager game (PCM). File in PCM is a .nif. I can import in Blender with Niftool. File is a scene with 5 ...
Dameuhien's user avatar
0 votes
1 answer
392 views

Export normals as image

I'm making a 2D game, and I use models and render them as png in various angles. Thing is, since they are models, I'd like to be able to export the normals in png. I found a way to put the normals as ...
Caue's user avatar
  • 15
0 votes
0 answers
38 views

how to displace a mesh (in viewport) with a texture without changing the vertex normals direction?

I'm trying to displace a geometry while keeping the original vertex normal's direction, I need the effect to be achieved in viewport since the mesh must be exported into a game engine. The only way I ...
mmaaxx's user avatar
  • 1
0 votes
0 answers
67 views

Getting vertex and normal indices to match when exporting mesh?

I am exporting a model as an obj. I want to store one normal per vertex, meanin I want the index of the normal and the vertex to be the same. I am getting this on my exported file: ...
Makogan's user avatar
  • 241
0 votes
0 answers
896 views

Normals flipped when exporting to FBX?

I'm running the latest version of blender. Almost every time I export a model into FBX, the normals of the imported model become flipped. I've been looking up how to solve this, but nothing seems to ...
Craig Morrison's user avatar
1 vote
1 answer
94 views

Different values for split normals depending on face/triangle

I'm writing an exporter for an old game file format that only supports one normal per vertex. This requires creating duplicates for each vertex (or rather, loop) that has split normals. The problem I'...
Diego Noriega's user avatar
1 vote
1 answer
89 views

How to serialize Mesh Normals? [Both Split Normals and Averaged]

I'm trying to write a JSON Serializer in Blender that can be loaded in Unity3D. I'm having an issue with getting the same normal data as represented in the Blender ViewPort. Assuming I'm starting with ...
Bimon's user avatar
  • 21
1 vote
1 answer
870 views

Smoothing groups issue

I'm using blender 3.1.0 and im trying to export an object via FBX to 3d max along with its smoothing groups. And this always USED to be possible from what I remember. Here is the usual process. ...
JeeperCreeper's user avatar
0 votes
1 answer
295 views

I'm having issues with getting the correct Normal values for my Roblox mesh exporter

I've been trying to make a Roblox Mesh 1.0 exporter, and I'm nearly there, but I have encountered one problem that's causing a lot of annoying lighting issues: the float values for the Normals are not ...
MarioMan22's user avatar
1 vote
0 answers
84 views

Exporting with .fbx does weird stuff for me

I've been racking my brain and searching the internet, but maybe someone here can help me out! I have this object that has an image texture on it. And when I export it to FBX (with copy and embed ...
PBG_Lo's user avatar
  • 11
0 votes
1 answer
718 views

Why does my exported file have transparent faces and jumbled texture?

I completed a project and exported it as an fbx. I open the file in a new blender project to test it and the faces are transparent. I have searched all over the internet to figure out why this is ...
ChiknTndrr's user avatar
0 votes
2 answers
1k views

Wrong looking normal map \ Missing Custom Split Normals on Export

I spent last 2 full days trying to figure that out, and no luck. I have low poly and high poly version of my model. Low poly is triangulated beacuse i want to texture it in Substance Painter. I baked ...
Lemon24's user avatar
1 vote
0 answers
2k views

Why does blender output vec4 tangents for GLTF?

I've been trying to integrate both GLTF 2.0 and blender into my asset pipeline for my custom renderer. I noticed some strange normal artifacts when normal mapping. So I go to look at my tinygltf code,...
Krupip's user avatar
  • 260
3 votes
2 answers
11k views

Geometry Nodes and Exporting (Creating a mesh) in Blender 2.92

I'm trying to export Geometry Nodes geometry to an FBX. When I import the file elsewhere, though , there don't seem to be any normals associated with the Geometry Nodes object. Typically, I'm able to ...
laffan's user avatar
  • 51
2 votes
0 answers
540 views

Is there a way to control smoothing groups in blender?

I'm trying to export a model from Blender to FBX format I'm using auto smooth with weighted normal modifier set to 50, and for some reason, I'm not sure why when my client inspect the model in 3ds he ...
The Invizible's user avatar
1 vote
1 answer
119 views

Imported model from Steam version of Fuse has flipped faces when rendered. Flipping normals does not work

The title mostly describes the issue I have with Blender 2.8. When exporting the model from the Steam version of Fuse, I export it as a .OBJ file and box appears with multiple options: Export in new ...
BlackHawkCH91's user avatar
0 votes
0 answers
27 views

Flipped Normals after export [duplicate]

My problem is that after I export my meshes to Ue4 it shows me that the normals are flipped. I tried both way, flipped and not flipped normals. This is what I get every time. Any tips what I might be ...
Summerfield's user avatar
0 votes
0 answers
614 views

Normals of Mesh is in correct in Face Orientation but wrong in Quixel Mixer and UE4

So my mesh in Blender 2.8 is shown to be correctly oriented, but when imported into Quixel Mixer or UE4, it's the opposite. I tried to simply flip the normals but it didn't really work well with ...
FishOmelette's user avatar
1 vote
1 answer
832 views

Why is blender exporting face normals instead of vertex normals?

According to this question: Why OBJ export writes face normals instead of vertex normals Whether the final obj uses vertex normals or face normals depends on the choice of shading. However I always ...
Makogan's user avatar
  • 241
2 votes
1 answer
897 views

Why does applying smoothness to a mesh reduce the number of vertices?

I was playing around with Blender meshes and importing them into Unity when I made an interesting discovery. In the tool shelf, under "Shading", there is a Smooth button and a Flat button. Now I ...
User95's user avatar
  • 133
6 votes
2 answers
5k views

Why OBJ export writes face normals instead of vertex normals

I am confused by the content of OBJ Blender exports. When I export a (default) cube object (8 vertices, 6 faces) to OBJ and then inspect the OBJ file, the "vn" entries obviously correspond to face ...
JanBed's user avatar
  • 93
1 vote
4 answers
24k views

How to enable auto smooth option for unreal engine?

When i export my object into ue4 it looks awful without auto smooth option I see auto smooth is disabled in unreal engine. Is this possible to enable auto smooth for unreal engine ?
trolltime's user avatar
3 votes
1 answer
1k views

Export custom normals

I am writing an importer and exporter for a custom binary format. In this format I have triangulated mesh. Each vertex has position, normal, and UV. The importer code sets them like this and it is ...
Teivaz's user avatar
  • 151
0 votes
0 answers
711 views

Exporting a model to be read by Assimp

I'm trying to create some low-poly models for my game and I'm trying to learn some Blender basics. I can create a model and export it to Wavefront or Collada and I'm able to import it into my code ...
Luca's user avatar
  • 101
4 votes
0 answers
357 views

Unable to export per vertex data to wavefront

I am trying to reconstruct a cube with normals that look like in the very first animation in the "Introducing normals" part of this article. If I start out with the default cube, smooth the faces and ...
チーズパン's user avatar
1 vote
1 answer
500 views

Face disappearing when imported to Unity (Not Normals)

I have search through multiple threads for an answer to this, but I can't seem to fix it. I am having a problem where a face in my model is disappearing upon being imported to Unity. I checked my ...
Landon's user avatar
  • 11
1 vote
0 answers
104 views

Why does armature change normals in UE4?

After hours of testing, I've encountered a strange problem. I have an animated scifi table asset I've imported into UE4. I've also imported the exact same asset without animation. Both assets were ...
allen's user avatar
  • 999
0 votes
1 answer
5k views

Transparent model when exporting fbx file to Unity [duplicate]

So I have this shark model which I animated and ready to export it on fbx and transport it to Unity. But When I put it on Unity, It looks transparent like this. Many of the solutions online say that ...
Chrommanito's user avatar
0 votes
0 answers
543 views

Exporting .obj distorts normals (or UVs/tangents)

Once again, I am writing my game collection with common engine. This time I have worked with ASSIMP-based asset loader. To test the loader and rest of the framework, I have fetched few models and ...
MaKo's user avatar
  • 101
1 vote
1 answer
2k views

Why is my normalmap rippled and pixelated?

I've built a high-poly model and manually reduced it to low-poly, by applying the subsurface modifier and merging excess edge loops. I then imported copies of these in .obj format to XNormal, where I ...
fluff_thorrent's user avatar
1 vote
1 answer
537 views

How to merge a bunch of objects into one?

I've made all my game models and imported them, but, I am noticing frame lag and I think that it's most likely due to the fact all the squares in each model are separate. I've tried ...
Brett Micham's user avatar
5 votes
2 answers
9k views

Export Vertex Normals into Obj File

I would like to export the from Blender calculated vertex normals into an .obj file. I realized that the amount of vertices in the .obj file does not equal the amount of normals (there are more ...
user29298's user avatar
1 vote
1 answer
369 views

Bad faces converting a Blender model into Unreal Engine 1 (1999)

Well, I tried to export a model to UnrealEd 2 (the one from 1999). I tried to check the normals but I have no idea on how to do this conversion. They are all correct on Blender though. Maybe it isn't ...
wallabra's user avatar
  • 145
2 votes
2 answers
362 views

Backface visibility for Blender exported JSON files

When I export a model from Blender to three.js, it loads fine on the webpage. faces are visible only when I look at them from the direction of its normal and not from the other side. Is there a way to ...
Sum-Al's user avatar
  • 567
0 votes
3 answers
2k views

Get hard shading normals in BPY

I'm writing an exporter and have some problems with my normals. Relevant Code: ...
JonathanK's user avatar
  • 113
2 votes
1 answer
696 views

Editing Blender normals

I'm currently creating a character for the Unity game engine inside of Blender. The characters meshes are seperated into several objects to allow switching of equipment pieces (upperbody, lowebody, ...
Neovertex's user avatar
0 votes
0 answers
1k views

“Cleaning up” meshes for unity: Necessary? Best practices?

I'm working on some low-poly assets in Blender with the goal of bringing them in as OBJs to Unity. My question is about mesh preparation. In edit mode, under the “Clean up” menu, I see: ...
mhulse's user avatar
  • 101
1 vote
0 answers
124 views

Wine glass isn't transparent when imported to unity [duplicate]

I've been trying to create this wine glass object for my game and 3D modelling is completely new to me and I followed all the steps of a tutorial to the best of my knowledge. But when I convert it to ...
Aishwarya's user avatar
0 votes
2 answers
905 views

Blender to unreal engine

Here's my video made with blender and unreal engine: https://www.youtube.com/watch?v=QPkYeqT0Jyg https://www.youtube.com/watch?v=HG3--iTjPq0 I have a problem with plane meshes and I don't know ...
Marius Baziliauskas's user avatar
1 vote
0 answers
652 views

COLLADA export tangent and binormal

Is it supported with the latest version of Blender? If so, how do I get the tangent and binormal information exported? I did find a "roadmap" of sorts for the COLLADA exporter feature in Blender 2.5,...
user8709's user avatar
  • 111
4 votes
1 answer
6k views

Average normals at vertices before exporting

I'm not 100% sure if I'm using the right terminology since I'm fairly new to 3D model editing. Please try to go easy on me :) I am currently writing a program in OpenGL. I'm using Blender to edit my ...
Mahkoe's user avatar
  • 143
4 votes
1 answer
1k views

How to make all polygons face outwards in an existing model?

I need to export some .blend files into COLLADA. Unfortunately, all polygons are designed double sided. In order to properly use culling within my 3D application, I need all polygons to face outwards. ...
Uli Holtmann's user avatar
8 votes
1 answer
8k views

Messed up Blender models when exporting to Unity3D

I have modeled a simple pocket watch in Blender. Every time I import it into Unity3D, regardless of whether I export it from Blender as an FBX or 3ds file, it always comes out missing faces! Why is ...
Keiran Paster's user avatar