Blender

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Spaghetti Jun 22, 2015 @ 4:54am
Flip Normals not working
Im modeling a sniper but theres a problem when i make the scope the and turn the outside part to normal then the inside of the scope turns unormal how to solved this?
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Showing 1-5 of 5 comments
Pte Jack Jun 22, 2015 @ 5:39am 
If there is only 1 face, it can only point one way.. This is solved in the Material VMT (if you are making this for a valve game model) by using a $nocull 1 statement. This will cause the materials to show on both sides of the mesh in game. You would have to find the material call statements for the game you're modeling for or double your mesh so you have faces inside and outside.
Spaghetti Jun 22, 2015 @ 6:10am 
Originally posted by Pte Jack:
If there is only 1 face, it can only point one way.. This is solved in the Material VMT (if you are making this for a valve game model) by using a $nocull 1 statement. This will cause the materials to show on both sides of the mesh in game. You would have to find the material call statements for the game you're modeling for or double your mesh so you have faces inside and outside.

But im not using source i wanna try using UE4 and so the only realistic problem is to make 2 face? am i correct?
Pte Jack Jun 22, 2015 @ 12:28pm 
Like I said, for a different game, you would have to look up how materials work and what commands you have to add for your materials to display materials on both sides of the face. (If the game engine you're using allows that.) Unfortunately I haven't diven into UE4 yet and don't know the answer to that. It's important that you add that kind of info to your original question because what works for one, doesn't for another.
tyoc213 Jun 22, 2015 @ 2:40pm 
A serach returned

* https://answers.unrealengine.com/questions/37109/can-you-assign-2-different-materials-to-each-side.html
* https://answers.unrealengine.com/questions/153366/double-sided-normals-on-foliage-from-blender.html
* https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/Functions/Reference/Texturing/index.html

So yeah, UE4 is a monster like any good engine out there.


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By the way... AFAIK fix/(filp?) normals on blenders works to put all the normals pointing out of the model, so there will be no artifacts because the normals.

You need in blender or other to say that the plane should display the material on the normal being 1 or -1.
Last edited by tyoc213; Jun 22, 2015 @ 2:42pm
Spaghetti Jun 22, 2015 @ 8:34pm 
Originally posted by tyoc213:
A serach returned

* https://answers.unrealengine.com/questions/37109/can-you-assign-2-different-materials-to-each-side.html
* https://answers.unrealengine.com/questions/153366/double-sided-normals-on-foliage-from-blender.html
* https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/Functions/Reference/Texturing/index.html

So yeah, UE4 is a monster like any good engine out there.


------


By the way... AFAIK fix/(filp?) normals on blenders works to put all the normals pointing out of the model, so there will be no artifacts because the normals.

You need in blender or other to say that the plane should display the material on the normal being 1 or -1.

Thank you
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Date Posted: Jun 22, 2015 @ 4:54am
Posts: 5