Trouble porting models from Blender to Ue4/Unity - unity3d

When I try to import the 3d models in the picture 1 from Blender to Ue4/Unity, the models aren't rendered as intended, as shown in the picture 2.
The inside of the pot is rendered as transparent;
half mask is rendered correctly, but instead of the other half, it's inside is rendered.
This happens with hollow models (like glass bottles or pots), but I don't understand why the mask model does this too.
I think I'm doing something wrong while exporting the models from Blender, because in both Ue4 and Unity they are rendered as shown in the pic.
I would like to know why this happens and how I can fix it,
Thanks.

There are two ways to solve.
In Blender, fix normal vector like this.
https://all3dp.com/2/blender-recalculate-normals-simply-explained/
In Unity, Change material(shader) to draw double side like this
https://www.youtube.com/watch?v=z-u3CEfgYhY
I recommend the first method.

Related

when importing a model to unity from blender, i get odd material results

i imported my blender backrooms model to unity, and i got a wierd mess, this is the model in unity , when its in blender it looks exactly as intended, and even when i render a image of the model in blender all the textures look like they should,this is the model in blender, not a rendered image, ive browsed countless "solutions" and i cant find one that applies to mine, i have tried changing unity import settings, extracting both materials and images, and so on, nothing makes the materials look proper, my guess is that its not accounting for UV mapping junk so its stretching the image so far that it becomes blurred beyond recognitiion, if anybody can help me out it would be much appreciated, also just a side note but i dont think the displacement maps work in unity like they do in blender
edit: the model has multiple objects, the floor ceiling and walls are all 3 seperate objects
edit again: here is the node layout for the floor, every other node layout for the walls and ceiling is just the floors layout but without a displacement map on it
It's been a minute since I've used Unity. But without looking at the blender file, I would suspect that it could maybe be that there's two UVs on your model, and Unity is using the wrong one. I believe Unity uses the first UV Map for texture info, while the others are used for lightmap info. If that's the case, just delete the wrong one in your model. Hopefully that helps!
Edit (more info): I created a basic model with walls, ceiling, and floor. The walls, and ceiling only have a UV Map called UVMap. However, the floor has two UV Maps: UVMap and UVMap.001. Like so:
Now, if I click on that little camera icon next to the UVMap/UVMap.001 you will possibly see the overall size of the bricks change. If so, delete the wrongly scaled UV Map so you only have one UV Map in that window. After that, I would just ensure all your UV Maps are called the same on your other meshes, which is typically UVMap as default. You will also want to be sure all of your images are being mapped by UV, not Object or Generated as Unity cannot use that information. From there you should be good to go!

Using Minecraft character with skin into a unity game

I've decided to use Minecraft like characters in my small game since I do not know how to make 3d models (nor I want to learn how to do such thing in the near future).
However the task now seem a little harder than expected:
I've tried looking in the asset store for prefabs to use but without success.
So, I've decided to try and make a model on blender(by not knowing a thing about non parametric 3d modeling, my knowledge of blender is extremely limited) and import it into my unity game.
And surprisingly, I managed to create the model using McPrep, export it and import it into unity maintaining objects that drive the bones (the output is a bit messy but I think I can manage to clean it up a little).
However the imported version does not have any skin and appears in a gray shade.
Turns out that the output does not keep materials/textures with it!
I've tried getting the texture used by blender and it returns the same skin I fed into mcprep so, by using the same skin, I've tried creating a material with it by getting the .png and using it as texture in a unlit texture material.
However, the result is a bit messy as shown here (left is Blender, right is Unity):
How may I make the texture on unity3d be better and right? (I've heard there is a way using a C# script but I really don't know what it is nor how to do it)
EDIT:
Thanks for the answers before, I did set the filter to point obtaining the texture to be a bit better. However the part that should be transparent is displayed in black on top of the other part (I think).
The image on the right is only filter point and the one on the left is point + alpha is transparency and the transparent shader using unlit transparent
ANSWER FOUND:
As Bart said, make sure the textures' Filter Mode is set to Point, but additionally:
Minecraft player characters are made of 2 layers, the second layer usually has lots of transparency and is used for clothing or other relief detail. So you need to use a transparency-capable shader on your material in Unity.
You're running into a filtering issue. In your case you want no filtering to happen. So select your texture, and in the inspector change the import settings so that your "Filter Mode" is set to "Point". In this case it will do no filtering of the input and your large pixels should appear sharp as you want.

Unity How Do I get these blocks

I want to use these cubes in my own game but I have literally no idea how he got them. Look at the cubes with the black outline, the walls the ground the roof, how do I get a cube with the outline like that. I know this is a stupid question but I have tried but I cant find out why.
Thanks in advance!
Those are not individual cubes.
Take as example one of the walls, probably it's a single cube (rectangular prism) for each wall, the trick is that it has a material with a texture applied to it and a normal map.
In simple words:
A texture is an image containing the colors the object has. In this case the blue color of the walls and the black lines simulating cubes.
A normal map is something like an image but it contains information about the "depth" of each pixel in the image. In this case it indicates that the black lines should be "deeper" than the rest of the image.
A material is the object that combines the texture with the normal map and along with other settings can tell the computer how exactly it should look like.
Of course this is only a very brief definition, if you want to know more about it I recommend you to read about: Materials, textures and shaders in Unity. There are some tutorials in Unity web page.
Use photoshop to create a single tile of each type of block and use it.

Prefab in Unity and HoloLens falling below the spatial mapping

I'm working in a Unity application with HoloLens, where I place different prefabs across a room and I use TapToPlace to put it on a surface using SpatialMapping. I works great with some fbx models that I had, but then I received some models that I got in .max format, which I converted to FBX using 3DS Mask, they look good, but the exact setup as the other models, whenever I tap them, they are place halfway below the surface.
I've noticed that the working prefabs puts the cursor right at the bottom when in placing mode, while the "broken" ones put the cursor in the middle. Here is an example of how it looks in Unity:
Working:
Not working:
What is that circle there? it looks like the cursor, because everytime that I tap the object, the cursor is placed exactly there for each prefab, but for the ones in the center, half of the model shows below the surface, somehow it looks like it's related; is there a way to move that to the bottom as the working one looks like? if not, is there something that I need to do in 3DS max when exporting these new models to FBX? both models are using box collider, TwoHandManipulatable and TapToPlace.
Thank you, I appreciate the help.
The issue is on the axisof the model -- the pivot point of the model is not at the bottom of the model.
If at all possible it is recommended that you fix the model in your 3D modelling application, If this is not possible, you can fix it in Unity by adding an extra parent transform, more information please see:
https://answers.unity.com/questions/62675/redefine-axis-of-an-object.html
https://answers.unity.com/questions/357698/can-we-change-the-pivot-points-of-any-gameobject.html

created a model in blender, imported into Unity and not affected by light

I created a hand model in blender, imported it into my scene in Unity and it does not get affected by my lights.
I created some seam lines and unwrapped the thing. I have other elements that I created in a similar way and the only difference I can appreciate here is that this one is not a mesh renderer, it is a skinned mesh renderer, because it has bones inside.
This is how it looks like, you can see the "torch light" focusing to it, making a round of light, and the hand is getting weird lights, like only the reflected light from below or something.
Those are the settings of the mesh
Looks like the normals are wrong. You can try to invert normals in blender or change the import settings (in Unity) of your hand mesh to calculate normals instead of using the normals in the blend file (See normals & tangents section here).
It is definitely an issue with normals. Something wrong is going on during exporting probably.
Try Calculate option under Normals in Importer settings
Hope that helps.