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1075919 Posts in 44152 Topics- by 36120 Members - Latest Member: Royalhandstudios

December 29, 2014, 03:21:36 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)Blender model issue (front faces always invisible)
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Author Topic: Blender model issue (front faces always invisible)  (Read 1966 times)
davidp
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« on: November 12, 2011, 09:48:03 AM »

if i texture the model i get this (mind that currently there is no texture)


so the front faces are always invisible (as i rotate the model), they're invisible when i import the model in unity too

i want the model to look like this, ofc


help? i'm a starter with this 3d thingy, so bare with me
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PompiPompi
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« Reply #1 on: November 12, 2011, 10:11:38 AM »

Do you get the flipped surfaces in blender or in-game?
It could be just a matter of flipping all triangles, either when you read them into the index\vertex buffer or whatever, or choosing to render the triangles clock wise or counter clock wise.
The thing is, I don't exactly know what is your issue with the very short and vague description.
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Serapth
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« Reply #2 on: November 12, 2011, 10:42:42 AM »

If I am reading you rightly, simply go into EditMode->Faces select all (a) then hit CTRL+N
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davidp
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« Reply #3 on: November 12, 2011, 11:19:19 AM »

yes, i have to flip the faces for them not to be transparent, but now all of them are black, the hell
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PompiPompi
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« Reply #4 on: November 12, 2011, 12:13:56 PM »

Maybe something with your texture didn't work out.  Shrug
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davidp
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« Reply #5 on: November 12, 2011, 12:25:52 PM »

i've been testing texture painting and this is what everything looks like:



only two of the faces will apear colored/wood textured, others on the cube are just black.
edit: it's because of the stupid lights, omg Lips Sealed
« Last Edit: November 12, 2011, 12:39:34 PM by davidp » Logged

moi
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« Reply #6 on: November 13, 2011, 02:00:00 AM »

I dont' know why, but with blender exports you always have to flip normals, it's annoying.
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CowBoyDan
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« Reply #7 on: November 14, 2011, 02:57:38 PM »

How are you getting them into unity?  Looks like the 2.5+ blender there, are you using the updated script and dropping them into your assets folder in unity?  I do that and I don't have any problems.  Blender 2.58 and Unity 3.4.1
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Richard Kain
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« Reply #8 on: November 15, 2011, 10:52:55 AM »

Have you switched the display settings for your 3D window to ignore lighting? If you are viewing your model in textured mode, it will include the lighting, and any polygon that is not directly facing your light source is going to show up as black. You can fix this by switching the rendering of the 3D window to flat shaded mode, or just move the light source in your scene to illuminate the part of your model that is showing up black.
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xrabohrok
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« Reply #9 on: November 17, 2011, 08:30:09 AM »

With your block anyway, what it looks like is what happens when the display texture has not been set for all the polygons.  Try this:

In edit mode, select all the faces (press A twice), then, go over to image/UV viewer window and select your texture from the drop down menu. This will fix your viewport issues, but your model still may not render correctly.  The model will not render like this, the texture must also be mapped to a material, and "UV" must be selected in mapping mode.

This quirk in blender is always the hardest to figure out, since tutorials always seem to gloss over it. 
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