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Aug 05, 2026 1:02 pm
Most "my model looks wrong in engine" problems trace back to the same handful of causes.
Before you export:
- Apply transforms. A scale of 0.01 in Blender becomes chaos in engine.
- Check the scale. One Blender unit is one metre — a character should be around 1.8 units tall.
- Recalculate normals. Flipped faces show up as holes.
- UV unwrap without overlaps, unless you are deliberately baking.
- Apply modifiers you want baked into the mesh.
- Name materials meaningfully.
Material.001tells the engine nothing. - Put the origin at the base for props that sit on the ground.
- Triangulate if you want predictable results across engines.
Export FBX with +Y up and -Z forward for Unity; Unreal prefers +Z up.
What is on your export checklist?
