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Invisible Inside?


Queeer
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Hello! Back with another meshy question.

When I go to upload my mesh in SL I am not able to see the inside of it.. Im not sure if it matters all that much but every mesh I've seen is visible on both sides so I am confused on what I am doing wrong. If anyone could help it would be appreciated!

 

EXAMPLE

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You have some normal faces reversed (sometimes your 3D program gets confused and sometime it is "you"). In Blender (don't know what you are using) you need to turn on "backface culling" so that you can see the ACTUAL way that the faces are set. Then you need to reverse any that are wrong. 

 

Sometimes you can just "recalculate" and it will look correct. Other times not.  

There could be other issues depending on the software you are using but that is the usual problem.

image.png.2e282f01a52561e1086f50bf67a371c9.png

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25 minutes ago, Queeer said:

When I go to upload my mesh in SL I am not able to see the inside of it.. Im not sure if it matters all that much but every mesh I've seen is visible on both sides so I am confused on what I am doing wrong.

If you don't need the inside to show, you're not doing anything wrong. In fact you're doing it better than people who are using double sided meshes where only one side is needed.

I posted a longish explanation as a reply to your earlier question (link below) but to keep it very short: A mesh surface in Second Life is always single sided. To make it double sided, you have to duplicate the surface and flip the normals of one copy the way Chic explained. You don't want to do that unless it is actually needed. It adds complexity and lag and usually it's jsut a waste of time.

 

 

Edited by ChinRey
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1 hour ago, ChinRey said:

If you don't need the inside to show, you're not doing anything wrong. In fact you're doing it better than people who are using double sided meshes where only one side is needed.

I posted a longish explanation as a reply to your earlier question (link below) but to keep it very short: A mesh surface in Second Life is always single sided. To make it double sided, you have to duplicate the surface and flip the normals of one copy the way Chic explained. You don't want to do that unless it is actually needed. It adds complexity and lag and usually it's jsut a waste of time.

 

 

Oooh, makes sense now I just thought that since most people had the texture on both sides it was normal.

Im just having trouble baking out the AO map. It keeps giving me these black spots even though the mesh doesnt have any doubles?         -   X

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Your model is poking through the body in places. Any other mesh that is covering the mesh you are baking AO for will cause that. (it's the point of an AO map, which stands for Ambient Occlusion)

But in this case it's undesireable obviously.

Sidenote, AO maps are typically used to highlight creases, folds and seams that might otherwise not be as visible. So i'm not entirely sure why baking AO is necessary here. Judging by your bake (outside the black spots) there is hardly anything to bake into AO?

Edited by Kyrah Abattoir
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  • 3 weeks later...
On 5/26/2019 at 2:35 PM, Kyrah Abattoir said:

Your model is poking through the body in places. Any other mesh that is covering the mesh you are baking AO for will cause that. (it's the point of an AO map, which stands for Ambient Occlusion)

But in this case it's undesireable obviously.

Sidenote, AO maps are typically used to highlight creases, folds and seams that might otherwise not be as visible. So i'm not entirely sure why baking AO is necessary here. Judging by your bake (outside the black spots) there is hardly anything to bake into AO?

 

Ohhh maybe that is why then, I just threw the mesh together in MD to test it without really messing with the mesh an trying to fix it in blendr but I will try again! Also, I am trying to get the AO so I am able to make a texture map over it with the help of the shadows it provides from it. It just kept giving me those black spots.. I will try again! Thank you for the comment :)

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Your mesh probably have one layer of polygons that have normals facing outwards, I don't know how to do it in Blender but in 3DS max i either use the "shell" modifier or copy the mesh and flip normals (so i have a copy of both inside & outside facing polygons) This is how most 3D related things work if i remember correctly it's called Backface culling

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