I have a model which our artist made in Blender 2.61 which is for a game we are making in Unity, and it has 3296 faces. When I export it to .FBX or .OBJ the facecount jumps up to 39552. Can anyone think of any suggestions to fix this problem?
first: Does your mesh have a subdivision modfier? that is automatcally ‘applied’ during the export process. in addition the mesh might be being translated into triangles (equivalent to pressing cntl-T in edit mode) Are there multiple materials? .obj export tends to split those into separate meshes…