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Blender Normals

In the previous post, in order to fix the model, I had to switch the normals.  Understanding what a normal is helps you understand how to fix future problems you may have with your model.  So, what is a normal?
Right now, I'm going to say that a normal isn't exactly a vertex, edge or face.  A normal is a perpendicular line drawn from out the center of a face and represents which direction the face is pointing and is used in determining lighting effects like falloff and such (this is why when the normals are flipped, the lighting looks off)  Sometimes during the course of object modeling, the normals will get flipped, and you may or may not realize it until you import it to Unity 3D and the lighting looks incorrect on your model.  Fixing reversed faces is simple, either hit CTRL+N to reverse the normals (be sure to have all faces/vertices/edges selected when you do this) or, when in edit mode, in your toolbox there should a tab labled Normals, in which click the recalculate button and they should be back to normal.  If you're not sure whether or not the recalculation work, go to rendering mode to see how the light hits the object, this way you don't have to keep re-exporting to figure out if they're switched or not.

That's it for now, email if you have any questions you need to be specifically answered.

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