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| Lighting abnormalities in transparent model. |
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| Demian:
Double sided faces are usually something you want to avoid in models like cars, weapons, or pretty much anything but things like your model. Since what you want is textured geometry that is not supposed to have any depth and the texture is meant to be visible both inside and outside, double sided faces completely eliminate the need for two cylinders in your case. You can simply create a cylinder, choose an arbitrary location for the UV seam, UV map it and not worry about anything else as by default models are double sided in Blender 2.49. Assuming you are not editing the cylinder geometry you do not need to worry about normals either. You could do the same thing for the plane as well. This way you are cutting the amount of triangles in half. Rather than having 2 cylinders inside each other, one to display the texture inside and one outside, you can use 1 cylinder with double sided faces. |
| -Jetz-:
--- Quote from: Demian on February 13, 2012, 12:35:55 PM ---This way you are cutting the amount of triangles in half. Rather than having 2 cylinders inside each other, one to display the texture inside and one outside, you can use 1 cylinder with double sided faces. --- End quote --- I'll try that when I get back to my other computer. That should make these lighting issues a non-issue. It would be nice to know what is wrong here for future reference, but I don't think that will keep me up at night. Whatever the case, thanks for the advice. |
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