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unity-game-engineblenderculling

Generate Backface of a mesh in Blender


I am using my blender objects in unity. Unity is culling the backfaces.

So I wanted to generate the backfaces as seperate polys from blender itself. I can do it by duplicating the mesh itself but is there any way to do it through a modifier?


Solution

  • The solidify modifier will generate a second surface parallel to the original.

    If you want the new surface as a separate object, you can disable 'Fill Rim', then when you apply the modifier the mesh will be two disconnected parts. In edit mode Press L to select linked vertices which you can separate by selection P to move them to a second object.