Forum Groups
  All forums
    Help & Feedback
      Questions
      Work in progress
      Finished Art
      Non-Max related
    Community
      Offtopic
      News
    Hardware
    Photography


Featured Threads
  inspiration alert!!!
(36 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies)
  Maxforums.org Members Gallery
(516 replies)
  SON OF POST YOURSELF
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

Quick Normals Problem
show user profile  LionDebt
So, max2012 likes to hide the shit out of flipped faces.

Anyways to make it "back to how it was" in 2011 and earlier?



3 identical spheres.
central one is selected, the 9 faces which appear brighter have been separated into a different element and had their normals flipped.

far right one has had two faces selected and extruded to demonstrate their normality.

Sure the 'brighter red' on selected faces is a bit of a give-a-way but I swear I remember it not being so hard to determine the normals of a poly.
read 304 times
9/25/2012 11:14:52 PM (last edit: 9/25/2012 11:14:52 PM)
show user profile  herfst1
Backface cull.
read 304 times
9/25/2012 11:16:13 PM (last edit: 9/25/2012 11:16:13 PM)
show user profile  LionDebt
Actually - got a better one.

Click the + in the top left of the viewport. Go to xView. Select Face Orientation. Everything goes luminous green if it is 'facing' the camera'. Anything that is not, isn't shaded.

But - having found that. I've located the problem piece in my model which I've exported to an .obj now.

Essentially, in the viewport it looks 100% fine, nothing is flipped, all is well. I turn on the Face Orientation view, and nothing is green. Everything goes green when I apply a normal modifier, but then... the geometry is clearly the wrong way?!

ffffuuuuu max.

edit: pictures incoming


edit - here it is just normally in viewport

EDIT EDIT EDIT
FFFFUUUU MAX SINCE WHEN WAS GREEN BAD?! GREEN IS GOOD... RED IS BAD... IS IT FRIDAY YET?






EDIT.

Okay. New problem. The xView Face Orientation sucks ass if the same element has faces which are really close together but are facing the opposite direction. As... the really lovely green shows THROUGH other polygons...

Halp? :(
read 294 times
9/25/2012 11:35:47 PM (last edit: 9/25/2012 11:41:44 PM)
show user profile  herfst1
I don't know about this xview.

I do know about the normalize modifier. Haven't used it recent but, from memory, I think it's your one-stop solution.
read 287 times
9/25/2012 11:53:20 PM (last edit: 9/25/2012 11:53:20 PM)
show user profile  LionDebt
Excuse the urgent keyboard bashing.

I wasn't drunk, honest...

Crunch-time and a deadline that has already passed - more or less.

Not so urgent any more.

Still... frustrating...

Possibility of severe mental collapse... imminent... :)
read 280 times
9/26/2012 1:05:43 AM (last edit: 9/26/2012 1:05:57 AM)
#Maxforums IRC
Open chat window


Support Maxforums.org