Heiligenia Posted August 25, 2010 Share Posted August 25, 2010 I have been doing some modifications to a piece of clothing, but I have run into a glitch that I was hoping I could get answered here. Working with Blender, I modified an existing boot design, copyed the new shape, mirrored it to create the other foot, and joined the new boot onto the main body after deleting the old boot of the same side. However, when I join the second boot back onto the body it displays with a darkened color. When I transport to Nifscope, the second boot looks transperant, and in-game I see right through the outside layer, and into the inner layer of the boot. Not able to modify any settings to correct this glitch. Also, the glitch didn't occur when I originally joined two new boots to the main body, so it has me a bit annoyed. Any thoughts on how to avoid this when joining objects, or is this a more complicated problem then it first seems? Link to comment Share on other sites More sharing options...
Ghogiel Posted August 25, 2010 Share Posted August 25, 2010 mirrored it to create the other foot, However, when I join the second boot back onto the body it displays with a darkened color. usually in 3d, when you mirror an object, you are also mirroring the face normals. this inverts them. the darkened color of the faces is usually the way the program indicates this to you. So what you have is faces pointing the right way, but their normals are inside out. exporters for game formats, often point the faces in the direction of their normals at export. this is likely why you faces are flipped inside out. basically what you have to do is apply all transforms to the mesh, face normals etc before exporting. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 25, 2010 Share Posted August 25, 2010 I always just add nistencilproperty to it so it draws both sides. Link to comment Share on other sites More sharing options...
Ghogiel Posted August 25, 2010 Share Posted August 25, 2010 I always just add nistencilproperty to it so it draws both sides.lol! adding a nistencilproperty does not work like that. And should not be used to solve this issue, because it cannot actualy solve it. you'll just be covering a mistake.... very poorly. if your faces&face normals are flipped inside out, adding a nistencilproperty will only display the texture on both sides.... however you still only have 1 set of face normals and you still only have 1 set of mesh faces. and these are still inverted. And your mesh will be lit accordingly. ie backwards. the nistencilproperty does not make a flipped clone of the meshe faces. Link to comment Share on other sites More sharing options...
Heiligenia Posted August 25, 2010 Author Share Posted August 25, 2010 If I delete faces from the boot, I find that the normal light-gray faces are inside, facing in. So it seems like mirroring is the root of the problem as Ghogiel stated. However, I am not finding any options to "apply all transformations" so I am assuming that is a process of some kind. I am unable to correct the problem with any of the options in the drop down menu (pressing space while on the object). I am also unable to find a solution online. Lots of tutorials on "mirror modifier", but none that I could find on mirror movement. Where is the tranformation information located? Link to comment Share on other sites More sharing options...
Ghogiel Posted August 25, 2010 Share Posted August 25, 2010 i don't know about blender specifically. but a result on google just told me this- Note: you may see some weird effects at the bottom and the tail after subsurfing the penguin. If so, there is an issue with normals: they have to be all pointing outwards. This can be achieved by selecting all vertices in Edit Mode and recalculating the normals outside (CTRL+NKEY). Click on the message to confirm. Note that CTRL+SHIFT+NKEY will turn the normals inwards and that WKEY → Flip Normals flips them. Link to comment Share on other sites More sharing options...
Heiligenia Posted August 26, 2010 Author Share Posted August 26, 2010 I have seen a couple penguin tutorials, just trying to learn the basics of model alterations, so I might have actually scanned through that one. As per your suggestions I selected the entire boot before joining it to the body and used the Ctrl-N keys to alter the normals (after it had been mirrored), but when I joined the objects it became dark again. It is as though the joining process does something to the boot to alter the normals. I then went into a save that already had them joined (which saved some time since I had already done the weight paint for the lower leg joints) with the boot in the blackened state due to the normals being flipped. By grabbing groups of the faces in edit mode I was able to flip then with that Ctrl-N feature. Exporting to nif being completed, the boot displays properly. I will have to take a closer look at that penguin tutorial. My thanks to you Ghogiel for the assistance. Not sure why my internet searches weren't coming up with anything, but my guess would be that I was not using the proper vocabulary to make the searches find what I was looking for. Link to comment Share on other sites More sharing options...
Ghogiel Posted August 27, 2010 Share Posted August 27, 2010 It is as though the joining process does something to the boot to alter the normals. it's a transform thing. if you look at the meshes face normals, that had the flipped normals before you attached to 2 objects together, there should be a way to veiw face normals, then they are probably inverted. once you attach the meshes together this usually clears or rather the attched mesh inherits the transforms from the parent. Once that happens the darkened faces will appear. I am guessing, I don't use blender, but I have used it, and can model in several other programs. Link to comment Share on other sites More sharing options...
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