Blender

Blender

Normals wont flip
So I had to use the mirror modifier to fix a problem. As I was exporting it I had to go back into fix a problem with textures not appearing. But the mirror effect became even MORE visible so there's a line going through the middle and it's somehow even more present. Apparently both sides flipped over onto itself. At least that's what I can tell when I select half and its still on the same side.

What i'm trying to do is figure out how to make the normals whole so both sides aren't using the exact same spot which makes the revealing line.
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Showing 1-15 of 42 comments
That sounds like there are inside faces at the mirror line. Make sure that clipping is on and that there are no faces at the inside where the 2 sides connect.
Originally posted by *P0P$*FR3$H3NM3Y3R*:
That sounds like there are inside faces at the mirror line. Make sure that clipping is on and that there are no faces at the inside where the 2 sides connect.
how do I do that?
The Renderer Aug 9, 2022 @ 9:36pm 
You delete them.
Originally posted by The Renderer:
You delete them.

Sooooo I got to delete the uv's to fix the uv's? Blender and it's weird ass solutions...
twunny phaiv Aug 10, 2022 @ 9:56am 
Originally posted by Wubba lubba dub dub!!!:
Originally posted by The Renderer:
You delete them.

Sooooo I got to delete the uv's to fix the uv's? Blender and it's weird ass solutions...
If there's unnecessary geometry causing issues then yes you delete that geometry. Not sure how this is a "weird ass solution..."
The Renderer Aug 10, 2022 @ 11:04am 
You delete the faces on the inside that Pops mentions, not the UVs.

Edit: And to be frank, your description of the problem is awful, Pops' answer is just a guess.
Last edited by The Renderer; Aug 10, 2022 @ 11:06am
Originally posted by twunny phaiv:
Originally posted by Wubba lubba dub dub!!!:

Sooooo I got to delete the uv's to fix the uv's? Blender and it's weird ass solutions...
If there's unnecessary geometry causing issues then yes you delete that geometry. Not sure how this is a "weird ass solution..."

I was given a solution to this problem before and unfortunately he wont bother reminding me so im trying to get the information. I recall it's simple as just slipping the other half over off the right side. Unfolding it. Going as far to just delete it and redo it feels like a bit of a stretch when im aware of an easier solution existing
Last edited by Sir donks alot (rip my grandpa); Aug 10, 2022 @ 12:12pm
still__alive Aug 10, 2022 @ 5:02pm 
Originally posted by Wubba lubba dub dub!!!:
Originally posted by twunny phaiv:
If there's unnecessary geometry causing issues then yes you delete that geometry. Not sure how this is a "weird ass solution..."

I was given a solution to this problem before and unfortunately he wont bother reminding me so im trying to get the information. I recall it's simple as just slipping the other half over off the right side. Unfolding it. Going as far to just delete it and redo it feels like a bit of a stretch when im aware of an easier solution existing

You're not listening, they are not talking about UVs or redoing anything. Just deleting extra, redundant geometry that might exist that is confusing Blender such that Blender can't calculate where the normals are supposed to point. Again, this isn't messing with the UVs.
Originally posted by still__alive:
Originally posted by Wubba lubba dub dub!!!:

I was given a solution to this problem before and unfortunately he wont bother reminding me so im trying to get the information. I recall it's simple as just slipping the other half over off the right side. Unfolding it. Going as far to just delete it and redo it feels like a bit of a stretch when im aware of an easier solution existing

You're not listening, they are not talking about UVs or redoing anything. Just deleting extra, redundant geometry that might exist that is confusing Blender such that Blender can't calculate where the normals are supposed to point. Again, this isn't messing with the UVs.

OOOOOOHHHH. Well all it has is the uv's for the body and the shirt all on one mesh. I was able to select it and hide it but it made little difference. But how do I know it's extra geometry?
still__alive Aug 11, 2022 @ 4:16am 
You're still talking about UVs. Forget about the UVs for now.

You know if it's extra geometry through common sense/logic and experience. If the faces are inside the mesh where nobody is going to see them, obviously you don't need those faces. If two faces are duplicates - same size in the exact same place - then you don't need one of them, right? That's what the "merge by distance" (formerly "remove doubles") option is for.
*P0P$*FR3$H3NM3Y3R* Aug 11, 2022 @ 11:05am 
It's sometimes hard to explain. Might be there is no excess geometry, but possibly UV islands on the texture sheet not 100% in place.
Maybe a screenshot can help.
Originally posted by *P0P$*FR3$H3NM3Y3R*:
It's sometimes hard to explain. Might be there is no excess geometry, but possibly UV islands on the texture sheet not 100% in place.
Maybe a screenshot can help.
that is exactly the problem ive been talking about this entire time... the mirror flipped the other half on top
https://imgur.com/EQkMbwI
Yes it always does that. Naturally there is only one side of UV islands with a mirror modifier. The other side is simply flipped.
One would have to apply the modifier and unwrap again.
Last edited by *P0P$*FR3$H3NM3Y3R*; Aug 11, 2022 @ 7:42pm
Originally posted by *P0P$*FR3$H3NM3Y3R*:
Yes it always does that. Naturally there is only one side of UV islands with a mirror modifier. The other side is simply flipped.
One would have to apply the modifier and unwrap again.

I dont know how unwrapping and rewrapping works. It just makes things more complicated
twunny phaiv Aug 11, 2022 @ 9:53pm 
Originally posted by Wubba lubba dub dub!!!:
Originally posted by *P0P$*FR3$H3NM3Y3R*:
Yes it always does that. Naturally there is only one side of UV islands with a mirror modifier. The other side is simply flipped.
One would have to apply the modifier and unwrap again.

I dont know how unwrapping and rewrapping works. It just makes things more complicated
there's no such thing as "rewrapping," you unwrap your model and if the result isn't right, you unwrap it again after making adjustments.
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Date Posted: Aug 8, 2022 @ 10:15pm
Posts: 42