Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As for the problem at hand, You might start by explaining what you did to the original mesh to "retopologise it", "just I dunno how... Retopologised everything" isn't really describing it. In your image, the object in question is not the selected item.
I see Bsurfaces in your image - you might have mentioned that perhaps? I haven't used this before, but it doesn't seem to do anything unusual. What you may have encountered is that polygons face in different directions depending on what order you draw them. If that is the case, then you will see parts of the object reappear when your rotate it. However, I noticed that a test mesh I created behaved very badly and even when all modifiers were applied - it behaved as if they were not - in particular, the ShrinkWrap modifier still seemed to be operating. I suspect it may be a tiny bit buggy.
You can try some things, but I suspect they might not help.
First of all go to EDIT Mode on your BsurfaceMesh object - and make sure any Modifiers such as Shrinkwrap applied by BSurface plugin are Applied. This may solve your problem. If not:-
Then (in Viewport Shading Mode - as in your image), Open the Viewport Overlays menu (2 circles) and select Face Orientation, and Face Marks. This will make it easier to see flipped polygons. Tee face marks put a dot in the centre of any real polygons. If none is present then you may just have a bunch of lines with no polys - and something horrible has happened (and looking at the image I suspect this might be the case) - good job you remembered to turn on Autosave tho eh? Either way, these tops might come in useful at some time.
Try and select any of the parts that are just wireframe. Is it possible? If Yes, then all you need to do is start flipping normals. Try selecting all polygons, and use Mesh/Normals/Recalculate Inside (or Outside) and see if things look better - this might not completely work - you can select portions at a time and do this.
Alternatively, If a bunch of polys is flipped, you can select ONE of them,
use Select/Select Similar/Normal and use Mesh/Normals/Flip to flip them all at once.
Good luck.