I started recently learning how to use Blender to create 3D models, to use them later in Unity3D.
Translating the vertices of a hollow cylinder, I created the following model. Please pay special attention to the selected face.

After finishing translating all the vertices, I noticed these "faces" were accidentally deformed or even deleted. So, I deleted them and remade them selecting the corresponding vertices and hitting the Make Edge/Face button. The result is the screenshot posted here, and they look good from Blender.
However, when I export it to FBX file and insert it in Unity3D, this selected face and the one equivalent at the other side are completely invisible from any angle. I tried flipping normals but they still remain invisible.
I also tried to press CtrlShiftAltM just in case there was some undetected non-manifold geometry, as suggested in this answer from another question.
I barely can guess that this is probably because of the twisted geometry of the face itself, but I can't figure out in detail the true causes.
What kind of techniques may help to correct this issue?
.blenddirectly, but Unity shows an error message sayingBlender could not convert the .blend file to FBX file.. This pushed me to export to FBX from Blender itself. – SebasSBM Jul 06 '16 at 18:53Ctrl+Tcommand (triangulate), and thenAlt+Jto convert to quads. – Mr Zak Jul 06 '16 at 18:58