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Flip & Unify Normals?

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#1 Nazgûl

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Posted 30 August 2014 - 11:26 PM

I have a delicate problem with my Yazneg model...  :evilthinkin: If anyone knows a way to not only flip normals, but to unite a mesh where some polygons are flipped (like the video), that would be swell  :whatoa: I think it can be done in 3DStudioMax, but I'm not sure from what client the video is grabbed.

 

unifynormals.gif


Edited by Nazgûl, 30 August 2014 - 11:27 PM.

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#2 Nazgûl

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Posted 31 August 2014 - 12:37 AM

Amazing... Spent all evening trying to find a solution, and shortly after posting this I discovered that a vertex on the front was connected through the mesh to a vertex on the back shoulder... A result of the darn transparency by default in ZBrush, when doing retopology. This aparently made large portions of the mesh flip. When I deleted the connected vertex, the mesh was flipped correctly all over. Oh well, never mind then  :themenace:


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#3 Kwen

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Posted 31 August 2014 - 10:27 AM

It is incredibly easy to flip and unify normals in 3ds Max, so it's not a large concern in the future if you ever encounter a similar issue again.


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#4 Nazgûl

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Posted 31 August 2014 - 07:35 PM

Then perhaps I can ask you for assistance, if it happens again?  :blush: That would take a load off from my stress of this happening again...  :whathuh: In Zb you can Flip Normals, but that goes for the entire mesh. There a million functions, but none of them can Unify normals. Perhaps in next version.


Edited by Nazgûl, 31 August 2014 - 07:36 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------





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