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How do I unify normals?
show user profile  Artie
Hey there,
I worked on this model with the Backface Cull option turned off and at some point i've got a mess with normals.
So the question is - how am I supposed to unify normals?
I've tried several variants but in vain. The Normal modifier hasn't done the job, it seems to operate on "single" meshes only and I've got a bunch of attached objects.
Please, just don't tell me I'm supposed to fix them one by one :( Of course I can do so, but what if the mess was really huge? There must be a way to automatically fix that. Haven't come up with a solution though..

PS - the model is for 3d-printing so a double-sided material is not a savior.

read 461 times
11/13/2014 11:46:11 PM (last edit: 11/13/2014 11:46:11 PM)
show user profile  herfst1
I did some tests and I think you're just going to have to flip them one by one. This really shouldn't be an issue as you shouldn't have had this problem in the first place.
read 451 times
11/14/2014 6:16:24 AM (last edit: 11/14/2014 6:16:24 AM)
show user profile  K-tonne
add an edit mesh to the stack
element mode select everything
under 'surface properties'> normals> unify

should work

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read 435 times
11/14/2014 1:42:32 PM (last edit: 11/14/2014 1:42:32 PM)
show user profile  herfst1
Nice trick, I'll try that out in a bit. Strange that the "Normal" modifier doesn't do shit to fix it.
read 433 times
11/14/2014 1:56:37 PM (last edit: 11/14/2014 1:56:37 PM)
show user profile  FX
"Strange that the "Normal" modifier doesn't do shit to fix it."

Thought this for years, will also try out k-tonnes method.
read 431 times
11/14/2014 2:14:11 PM (last edit: 11/14/2014 2:14:11 PM)
show user profile  Garp
My understanding is that max sees wonky normals if two polygons sharing an edge don't face the same direction.
If all the polygons on an entire element are flipped, well, the normals are unified.

read 420 times
11/14/2014 4:31:57 PM (last edit: 11/14/2014 4:31:57 PM)
show user profile  Artie
It partially worked out. The main part looks really messy and weird now, maybe it's due to a boolean operation that crippled the topo. Anyway, just decided to delete it and use the original main part.
So I'm kinda satisfied.
read 415 times
11/14/2014 5:30:30 PM (last edit: 11/14/2014 5:30:30 PM)
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