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| Insert Name Here²:
The face is inverted, that's why it's not showing up in p3d / the lighting is forgeted up in Blender |
| Masterlegodude:
P3D doesn't have backface culling, so tris/polygons that are inside out are gonna appear invisible in games and have weird lighting in Blender If you press the N key while Blender's 3D view is active, it'll bright up a side menu that you can scroll through to disable the backface culling option |
| crazies alt:
--- Quote from: Insert Name Here² on June 01, 2017, 06:38:14 PM ---The face is inverted, that's why it's not showing up in p3d / the lighting is forgeted up in Blender --- End quote --- it cant be inverted because i made normals consistent. backface culling was already disabled. |
| Conan:
--- Quote from: Masterlegodude on June 01, 2017, 07:23:57 PM ---P3D doesn't have backface culling, so tris/polygons that are inside out are gonna appear invisible in games and have weird lighting in Blender If you press the N key while Blender's 3D view is active, it'll bright up a side menu that you can scroll through to disable the backface culling option --- End quote --- p3d does have backface culling...?? --- Quote from: crazies alt on June 01, 2017, 07:34:15 PM ---it cant be inverted because i made normals consistent. backface culling was already disabled. --- End quote --- hitting "recalculate normals" doesnt guarantee the normals will actually be consistent in direction. enable showing normals in the n panel to see which way they're pointing. |
| Masterlegodude:
--- Quote from: Conan on June 01, 2017, 07:49:59 PM ---p3d does have backface culling...?? --- End quote --- I have no idea what i was thinking when i posted that, i meant to say to enable backface culling in Blender, and that P3D DOES use backface culling, so that inverted faces are gonna appear invisible in games, but will have weird lighting to them in Blender if the culling is disabled |
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