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ZModeler - Interior Modelling and Normals


epoxi
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When painstakingly working on the interior of my SL, I wanted to fill in the ceiling and simply traced over polygons I had drawn on the exterior.

 

user posted image

 

However, when I want to recalculate normals (via Surface...>Normals...>Calculate), disaster strikes:

 

user posted image

 

I think the solution to my problem will be ridiculously obvious, but nevertheless: I can't work out what to do.

 

Any other tips/links for vehicle interior modelling will be greatly appreciated.

 

Thanks. biggrin.gif

Edited by epoxi

9H7Sj34.jpg


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ideally you should try to keep the interior as a seperate model, that way when issue's like this appear you can limit the area's that get affected on the main model, then unite the interior later.

 

this can sometimes be fixed by experimentation using the surface/normals/projection or normalise or calculate.

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Tracing polygons will cause this...not to mention, in game, the car will appear to have double sided polygons anyway so it'll majorly f*ck up and you'll get both materials fighting to be viewed on both sides of the model.

 

Solution? Model the interior properly, no tracing, making sure there's an actual gap between the 2. It'll f*ck up a bit like that around the edges, but that'll go when you detach to get the normals right.

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