• 3D
  • Mesh is missing faces when imported to Godot

Hello, so I downloaded a 3D model of a car just to play around with, the problem is, the model shows correctly on blender, but when exporting it as an obj and importing it on Godot and putting it on a scene, the model loads a little bit like this:

(This is the model on blender)

Any help is appreciated

That's probably because your normals aren't facing in the right direction. What you do is select the object in blender. Switch to edit mode. Select all vertices, and then hit control + n. If there are more than one object, you have to select each one and do it. It appears to be the car body, though.

Likely has inverted normals, but double sided shading is enabled in blender so it looks fine. In godot for performance reasons double sided shading is off by default.

If you need more help on viewing the normals in Blender, I have some notes on that. I had trouble figuring out how to do that when I was learning Blender.

Is that from the First Steps with 2.80 series? That tutorials series is outstanding, and the instructor doing the narration deserves an award.

Thanks a lot guys, I managed to flip the normals in blender so the model now displays correctly on Godot, you saved my life!

3 years later

I literally made an account to say

THANK YOU FOR THIS THREAD IT SAVED ME SO MUCH EFFORT!!