Flicker? Export? You are speaking in riddles. You need to explain properly what you are actually doing.
Well, exporting explains itself.
The mesh disappears as I orbit the 3D Camera. Some of the triangles on the
end, and sometimes the whole mesh disappers and comes back while orbiting.
I've been creating meshes for game creation, and while every other mesh I've made has not had this problem, this particular one does. I DO notice that there are numerous boundary constraints that were on this mesh, maybe that's why?
I never planned on putting those constraints there. There are almost 20.
"I'm guessing you are drawing only the outline and let photoshop generate the mesh?
What I see on your screenshot is one single polygon with MANY MANY sides.
A graphic card is only capable of drawing triangles.
When you import a mesh in Unity that have polygons with more than 4 sides, it will try somehow to cut it to have triangles but it's wrongly done most of the time.
(4 sides because it's easy to cut to have 2 triangles).
It's very important before importing a mesh into Unity to check if your mesh contains only polygons with 4 or 3 sides (Quads or triangles)."
This was posted to me in another forum, and I don't know how to figure out whether this mesh has this or not?