Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 07-07-2010 , 08:48 AM
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normals inside out issue Spitfire tut

Ok...daverave has helped as have others. I have gone back..yes I did...and started to re-map the Spitty when I was getting bored with my Me-262 (as you do).

Now when I used the 'show normals' tab in UV editor..half of the plane was blue (normals ok) the other half red (not ok).

Now when I went back into model view I checked and reversed etc etc but it didnt do anything. NOW I have discovered (after 16 pints dave) that HALF of the wing (example) was normal the other half wasnt??

So the underside was wrong BUT the top of the wing was ok. Now does anyone know how?why? or what I may have done to get this fantastic result? I followed Kurts steps in the making of the plane and DONT think I did anything he didnt do (I could be wrong here).

Any takers??? so now I have to go back...split the plane back into primary coloured sections and check/reverse the normals on these bits. I am using 'Normals>conform' or just revers..I assume they are almost identical functions??

have a beer with me and lets talk

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 2 07-07-2010 , 09:55 AM
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Hi,

it could just be that you have scaled something with a minus value then frozen it's transformation, or extruded something against the normal direction, or something else - there are lots of ways this can happen. It's fine as long as you are aware that it has happened, and correct it. If I have made a model, I usually uncheck "double sided" under render stats. That way faces are only drawn in the viewport if their normals are towards the camera (so when you rotate the camera around the model, you'll see "holes" indicating back faces)

Reverse just reverses the normals on selected faces. Conform will try and make all selected normals face in the same direction. Sometimes it works better than others.

Cheers

gubar

# 3 07-07-2010 , 10:26 AM
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Thanks gubar!!! I will remember that one. No I havent scaled the wing at all...it was one unit..made as Kurt had done so none of the parts were separate..BUT I will try what you have suggested. I am in the process of getting them back to normal..no pun intended

cheers bullet

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bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 4 07-07-2010 , 04:11 PM
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Another simple option for checking normals is to turn off two-sided lighting under the Lighting in the Panel Menu. That'll turn any reversed normals black. Hope you get it sorted out.

# 5 07-07-2010 , 09:09 PM
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Thanks mate,

didnt get to it last night...too tired. Hopefully get to it tonight and post a result


cheers all bullet

Edit: tried yours first stwert..at work..limited time. It worked...they are EVERYWHERE!!!! I dont know how I did it.....but I DID. Oh well at least I know where they are.


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes

Last edited by bullet1968; 07-07-2010 at 11:04 PM.
# 6 13-07-2010 , 11:38 AM
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bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 7 14-07-2010 , 12:28 PM
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Hi Bullet
There is nothing wrong with the uvs when they are blue all you need to do is rotate the top one 180............dave




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# 8 14-07-2010 , 01:22 PM
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Oh god...so they dont face the same way then dave??? I thought the front was the front if you get me??? So there wasnt anything wrong with them? Thanks mate...I will have a look tomorrow. It just doesnt look right to me...not logical looking.

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
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