Blender mesh gets strange normals in Unity 5 I'm having some trouble getting a mesh to look correctly when having smooth normals applied in Unity 5, the mesh itself is made in Blender and I suspect that its in there that I do something wrong.
My mesh originally was made up of several meshes that were later combined into one, with doubled vertices removed. In the example below each of the &quot;lines&quot; were separate as well as the sections between them. When I select &quot;calculate normals&quot; in Unity 5 and select a smoothing angle of 180 I get the result of the second image, what could be the cause of this?
I have other meshes that were combined in similar ways that do not show this error at all.
I would really appreciate some help here :)
After some testing back and forth I discovered that my problem was solved by combining the problematic meshes together with a correct one and then separating them again. How or why this worked I can't say, but it did the trick for me :)