Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: killface on May 05, 2007, 01:21:18 pm

Title: Issue with UV Mapping in Blender
Post by: killface on May 05, 2007, 01:21:18 pm

Alright, so I've modeled the front half of a fighter.  Based on other things I've read here, I think I want to UV map and texture this baby in portions.  But when I UV map what I've got (in Blender) and apply a texture, it seems that for some reason the program is texturing the interior surfaces of the ship instead of the outside hull.  When I rotate the model, I can see right through the ship's outside.  Is this merely some kind of illusion, generated by the program?  Or something that needs to be fixed before I continue?
Title: Re: Issue with UV Mapping in Blender
Post by: redsniper on May 05, 2007, 05:29:56 pm
You need to flip the normals. Select all the faces, press W, and pick Flip Normals.
Title: Re: Issue with UV Mapping in Blender
Post by: killface on May 05, 2007, 05:42:03 pm

Danka, that worked like a charm.  But why would the normals need to be flipped to begin with?  Is that just how the program is, or could I have made some common mistake during the modeling of the ship to create this problem?
Title: Re: Issue with UV Mapping in Blender
Post by: redsniper on May 06, 2007, 05:00:29 pm
Who knows? You probably just ended up modeling it inside-out somehow, but as you can see it's not that big of a deal.