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help to make things double sided in 3ds max


aarons6

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Thats how meshes work. What you need to do is to add an extra set of polygons on the other side. If you are using 3ds max, use the drop-down bar to your right and choose "shell". Then you can adjust the thickness.

 

If you dont do this, the mesh will be invisible seen from "the backside" of the polygons.

 

Still, you usually want to keep the polycount down as much as possible, so if you make a helmet for example:

Make the mesh as usual, with just one layer of polygons. Apply "shell" and collapse. Then select the polygons that you wont normally see ingame anyway, like those that will be covered by the players head, and delete.

 

Another example is the inside of a long skirt. If the camera in-game wont be able to look up the skirt anyway, there is no need to add an extra set of polygons there.

Edited by amycus
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I'm mainly a modder for Dragon age, and as such dont know too much about nifscope, but I still seriously doubt that there is a way to make the textures double-sided.

 

so its better to just live with the one sided and make the object less complex?

 

i guess it doesnt really matter unless you somehow zoom in witch you wouldnt do unless you were looking

I'm not sure what you mean, but the general rule of thumb is to only let the mesh make up the silhouette of whateveryouaremaking, delete any polygons that will normally be hidden anyways. Add any extra, smaller details through normal maps (and displacement maps, but I'm not sure if the skyrim engine supports those?)

 

You can post pics of your creations here if you want more advice. And if you do, remember that it will be easier to help you with the polycount if you have the wireframe visible (in 3ds max, right-click the upper left corner and choose "edged faces".)

Edited by amycus
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duplicate the faces you want to be backsided, and then right click - invert(flip) normals.

 

making an entire texture double sided is a very inefficient way to do it, essentially it doubles the polycount of your model. it's better to just duplicated the faces and flip the normals where required.

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duplicate the faces you want to be backsided, and then right click - invert(flip) normals.

 

making an entire texture double sided is a very inefficient way to do it, essentially it doubles the polycount of your model. it's better to just duplicated the faces and flip the normals where required.

I was under the impression that method was only used when making fur/hair, since it doesnt give the impression of "thickness" otherwise... though I still dont know what kind of meshes they are making.

Edited by amycus
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duplicate the faces you want to be backsided, and then right click - invert(flip) normals.

 

making an entire texture double sided is a very inefficient way to do it, essentially it doubles the polycount of your model. it's better to just duplicated the faces and flip the normals where required.

I was under the impression that method was only used when making fur/hair, since it doesnt give the impression of "thickness" otherwise... though I still dont know what kind of meshes they are making.

 

well, the question was how to make faces double sided, not how to make a mesh appear thicker.

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are the mesh that you made and want to put it in skyrim, i guess you can just add SF_double sided in nifskope after you exported the mesh....

 

as i said, that would effectively double the polygon count for the entire model, as every single face would then be rendered twice regardless of any situation. it's far more efficient to just duplicate and invert the normals for the faces you need.

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