Author Topic: [solved] Blender vs me - one is dumb  (Read 1511 times)

mictes

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[solved] Blender vs me - one is dumb
« on: 31 July 2010, 10:10:44 »
Hi all,

what the heck is this ? :


What I do:
1) start modeling, all seems to be nice
2) start texturing, want to try how it looks so switch solid to textured
3) garbage

There ARE faces!, in solid-mode everything seems to be fine...

What to do ?

€
- when I change perspective 180° (watch the back-side) I can see the texture
- double-sided is on

- It's UV-Mapped (textured/unwrapped)
« Last Edit: 31 July 2010, 18:11:54 by mictes »

John.d.h

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Re: Blender vs me - one is dumb
« Reply #1 on: 31 July 2010, 17:22:20 »
Go into edit mode (tab), select all (A), and recalculate normals (Ctrl N).  See if that fixes it.  Normals are basically invisible markers that tell each face which way it should be visible from, and this tells them to all face outward.

mictes

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Re: Blender vs me - one is dumb
« Reply #2 on: 31 July 2010, 17:59:56 »
It does the job but all the time I recalculate normals other parts of the model become "destroyed".
Maybee blender does not really know where the outside is, is there any possibility for "calculating normals from view" ?
How to generally avoid this problem ?

thx

John.d.h

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Re: Blender vs me - one is dumb
« Reply #3 on: 31 July 2010, 18:02:31 »
The only solution I can think of is to flip the normals manually.  Just select the faces that you want to flip, and do W, 0.  This is less convenient, but gives you precise control if you only want to flip a few.

mictes

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Re: Blender vs me - one is dumb
« Reply #4 on: 31 July 2010, 18:11:23 »
Okay thank you very much!

 

anything