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UV Mapper: Fixing backward facing normals

Started by dRaCX, May 05, 2014, 07:07:27 AM

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dRaCX

Quote from: Amaranth on July 01, 2015, 12:20:35 AM
great another useful trick ! Thank you :)

Just wondering if this works in the demo version too ?

I believe it does, you just can't save anything.
:tearlaugh::tearlaugh::tearlaugh:

Glitterati3D

Sorry, but I have no idea...... :-(

Quote from: Amaranth on July 01, 2015, 12:20:35 AM
great another useful trick ! Thank you :)

Just wondering if this works in the demo version too ?

Glitterati3D

The way to do it in UVLayout is to select the piece, then using the right or left arrow will flip the normals over.

dRaCX


dRaCX

You're very welcome my friend! Though my skills in Blender isn't up to par yet, I do remember the basics in it. Took about 15 seconds give or take to figure out where the options were...
:tearlaugh:

Jherrith

Wow lots of ways to do this, and very helpful indeed, thank you good sir.


"But who is stronger, truly, I asked myself, he who continues to wound and bleed himself to please others, or he who refuses any longer to do so?"


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dRaCX

 

Here is the same process in Blender. Inverted normals will display as shaded while the forward facing normals are brighter.

#1. Import your obj mesh into Blender. Notice the shaded difference? Those are the backward facing normals!

#2. In “Object Mode,” right mouse click on the area that has the inverted normals. You’ll notice the area in question turns orange.

#3. Now left click on the “Object Mode” button and choose “Edit Mode.”

#4. Once in “Edit Mode” choose the “Mesh” tools and go to “Normals” then click “Flip Normals.” Repeat these steps for each area on the mesh you wish to reverse the normals!

That’s it! All done!

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dRaCX

 

Here also is the same thing done in Anim8or. When doing this in Anim8or it is important to pay close attention to the color. Inverted normals will display as shaded while the forward facing normals are brighter.

#1. Import your obj mesh into anim8or. Notice the shaded difference? Those are the backward facing normals!

#2. Go up to your “Edit” menu and choose “Fix Normals.” (Note) Anim8or will calculate based on the number of facets and because the number of facets that are inverted here are greater it turns them all backwards. But don’t panic! If this be the case for you then simply go back up to the “Edit” menu and this time choose “Flip Normals.”

That’s it! All done! Now just export it back out in obj format and do whatever you want with it…. Hope this helps!

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dRaCX

Quote from: Amaranth on May 05, 2014, 07:42:56 AM
yes that's the UVmapper PRO

i got the free one, it doesn't have those gizmos

Then what good is it? LOL I'll look and see if Headus does the same thing but I think it only flattens UV's.

dRaCX

 

This example will be short and sweet! It’s done in UV Mapper; it’s an older version but it does what I ask it to do. In modeling; when one refers to “normals” they are also referring to “facets.” As you can see in the first image below, the inside and rim of the boat primitive has backward facing facets “normals.” This will simply not work, so we will want to fix this!

#1. Assuming that it has mapped groups; we will use our highlighting tool to highlight the problems areas. (Note) “If it is not grouped then you need to quick group the mesh.”

#2.  In the “Tools” menu choose “Facets” and then “Invert.” Once this is done it will tell you how many facets were inverted. Click “OK” and you’re done!

Hope this helps! If you have any questions feel free to ask.

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