Blender Question inside out

If you feel like you're up to the challenge of building your own Ages in Blender or 3ds Max, this is the place for you!
User avatar
andylegate
Posts: 2348
Joined: Mon Oct 01, 2007 7:47 am
MOULa KI#: 0

Blender Question inside out

Post by andylegate »

I just love it as I'm doing all sorts of advanced stuff here and then forget how to do something that's simple! :P

I need to turn something inside out. Or maybe it's right side in.........here let me explain:

Got a cave....great cave it is. My mesh however, I only want to texture the inside. I don't want any normals on the outside. Waste of resources, etc, etc.

So....I mean like with a plane I would just flip the normals. How do I make something that has normals on both the inside and outside, only have normal faces on the inside?

Anyone?
"I'm still trying to find the plKey for Crud!"
Image
Blender Age Creation Tutorials
3DS Max Age Creation Tutorials
User avatar
greendragoon
Posts: 280
Joined: Tue Oct 02, 2007 9:54 am
MOULa KI#: 3028557
Location: Stuck in Indiana because the cavern door is locked.
Contact:

Re: Blender Question inside out

Post by greendragoon »

I thought by default the objects were single sided. But in order to turn it inside out, you need to flip the normals. I'm trying to remember this from memory. (I'm at work and away from blender.) You take the object into edit mode. Select all the faces. Under one of the menus is a normal submenu. There should be a reverse normals.

Hope I got it right or at least close. :oops:
Robert "greendragoon" Starbuck
As Long as there is MORE,
I will explore.
And as long as my Relto shelf is unfilled,
I will build.
User avatar
andylegate
Posts: 2348
Joined: Mon Oct 01, 2007 7:47 am
MOULa KI#: 0

Re: Blender Question inside out

Post by andylegate »

Nah, that's not it.

Hmmmmm.

Okay, I got it.

Let's say Jishin (a member of my team) makes an object in 3DSMax and exports it as a OBJ file.

Now I import it into Blender. But the mesh has both the outside and the inside as solid. I only want the inside to be solid faces. That way I can SEE inside the darn thing to edit things, textures, etc, etc. I thought there was a way to do that.
"I'm still trying to find the plKey for Crud!"
Image
Blender Age Creation Tutorials
3DS Max Age Creation Tutorials
User avatar
andylegate
Posts: 2348
Joined: Mon Oct 01, 2007 7:47 am
MOULa KI#: 0

Re: Blender Question inside out

Post by andylegate »

duh, duh, I are a righter...duh....

:roll:

Figured it out. Sheesh.

You have to have the object in Shaded mode after you make sure the normals are all pointing in.

I was keeping it in solid mode (as I haven't textured it yet) and that keeps making the outside appear solid.

don't worry, I learn one of these days. :D
"I'm still trying to find the plKey for Crud!"
Image
Blender Age Creation Tutorials
3DS Max Age Creation Tutorials
User avatar
Owehn
Posts: 132
Joined: Sat Sep 29, 2007 8:05 am

Re: Blender Question inside out

Post by Owehn »

The only way I can see what you describe is if I'm in object mode, textured draw type (with the normals facing in).
Nadnerb
Posts: 1057
Joined: Fri Sep 28, 2007 8:01 pm
MOULa KI#: 23247
Location: US (Eastern Time)
Contact:

Re: Blender Question inside out

Post by Nadnerb »

Select all the faces in edit mode. Press W. Select "flip normals".

You should never see one sided faces in any mode, except for "textured". Not Solid, Shaded, or uh... wireframe.. (doesn't make a whole lot of difference there though)

Edit: on closer reading, this is what you said. :D
Image
Live KI: 34914 MOULa KI: 23247 Gehn KI: 11588 Available Ages: TunnelDemo3, BoxAge, Odema
User avatar
boblishman
Posts: 882
Joined: Fri Oct 05, 2007 4:47 pm
MOULa KI#: 0
Location: Spain

Re: Blender Question inside out

Post by boblishman »

Andy...just chuck ANY existing material on it for the time being ...then change it later
when it comes to Age creation ... "DOH" seems to be my middle name...
User avatar
andylegate
Posts: 2348
Joined: Mon Oct 01, 2007 7:47 am
MOULa KI#: 0

Re: Blender Question inside out

Post by andylegate »

It's sorta like Legos.


You build a house out of 'em. But you want to put stuff IN the house too. So normally you'd just lift off the roof, right? Well in this case "lifting off the roof" would mess up some very critical alignments.

So I was looking at it like: great. Just great. I built a heavy duty concrete bunker for a nuclear reactor......but forgot to put the reactor in.

But see, Jishin made the first part of the cavern and I could see through the walls just fine with it. And then the first cavern I made, I could also see through the walls from the outside. But I've deleted that one, and I'm building a tunnel system right now (almost done with the meshing part), and that's when i realized, hey, I can't see IN it. What am I going to do?

But then I hit the view textured, and pop! All the sudden I could see through the walls from the outside again. I was like:

"Ooooooh.......I get it." while quickly looking around to see if anyone had witnessed such a noob mistake on my part. Yay! No one home but me!

Oh wait......I just blabbed it to everyone on the forum! :oops: :oops: :oops: :D :D
"I'm still trying to find the plKey for Crud!"
Image
Blender Age Creation Tutorials
3DS Max Age Creation Tutorials
User avatar
boblishman
Posts: 882
Joined: Fri Oct 05, 2007 4:47 pm
MOULa KI#: 0
Location: Spain

Re: Blender Question inside out

Post by boblishman »

Andy... just a heads up about vertex painting your tunnel/cave.

I had murders with Sonavio's cave and (new) tunnel trying to vertex paint it ...then I realised (a "DOH" moment)... the easiest way is to flip the normals so that you can paint the "outside" of the tunnel/cave ... then, when it's painted, flip them back again... otherwise it's a nightmare to do "inside-out"...
when it comes to Age creation ... "DOH" seems to be my middle name...
D'Lanor
Posts: 1980
Joined: Sat Sep 29, 2007 4:24 am

Re: Blender Question inside out

Post by D'Lanor »

andylegate wrote:It's sorta like Legos.


You build a house out of 'em. But you want to put stuff IN the house too. So normally you'd just lift off the roof, right? Well in this case "lifting off the roof" would mess up some very critical alignments.

Do you mean you align objects manually? I always open the Transform Properties window (shortkey N in 3D window). That is where I tweak coordinates. Same with scaling and rotation.

You can write down the coordinates of your object from the Transform Properties. Then move it out of the way and type them back in when you are done.
"It is in self-limitation that a master first shows himself." - Goethe
Post Reply

Return to “Building”