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#3641 | |
Historian
Join Date: Sep 2018
Location: Brazil
Posts: 261
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Edit: when you turn on face orientation, whatever is in red is what is not supposed to be turned to you/the camera, but yes what is in blue. So you need to fix this, blender automatically can do it for you, but in this case it doesn't know that your vision comes from inside the object and not the expected: outside. To mess with all of that go edit-mode>mesh>normals, there are many options, flip should do it, just don't forget (like I did) to select the whole object.
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I make my own luck Last edited by HaniHeger; 22-01-21 at 05:23. |
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#3642 |
Explorer
Join Date: Feb 2008
Posts: 933
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The blue lines indicate that the edges are marked as sharp; if the lines bother you, then you can exclude them from being displayed in the Viewport Overlays menu (I would not remove them all-together, sharp edges improve the lighting in game a lot imo)
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#3643 |
Historian
Join Date: Apr 2003
Location: France
Posts: 422
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So i dont need to invert faces in TE when exporting a room ?
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#3644 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,174
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What is the difference between:
- Grid wall in 3 / Grid wall in 3 (squares), and - Grid wall in 5 / Grid wall in 5 (squares)? |
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#3645 |
Explorer
Join Date: Aug 2003
Location: Brazil
Posts: 548
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![]() ![]() Grid 3 vs Grid 5 they are basically a way to change wall tiles The square version only produce squared tiles, while the other produces irregular tiles ![]() Last edited by Richard_trle; 24-01-21 at 03:04. |
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#3646 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,174
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Oh, thanks, now I get it. I mean, previously I tested it only in a blocky room, so I could not see the difference.
So "squares" makes horizontal section borders even if the floor/ceiling is tilted at that wall, but the other one adjusts the borders to those angles. |
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