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Dark GDK / I made a model of a human, on blender and something isn't right.

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programing maniac
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Joined: 19th Apr 2008
Location: Bawk, Bawkity
Posted: 4th Jun 2008 00:50
I made a human model on blender to use in my game.

I am pretty sure all the vertices are assigned to ONE armature, and all the armatures are attached.

When I export the model, something doesn't look quit right, though I am not sure what...

I was wondering if any of you knew what is happening, and why one side of the human is see through and the other isn't. Also when in wireframe mode, it seems that a bunch of the vertices go to one spot...

If you like the model, you can use it, if you can get it to work.

I am also open to any critisism on how to make the model look better, like the head and how I need to work on the mouth and stuff!

Thanks!


~~Its not about what you know, its about how you figure it out.~~

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Brillig
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Posted: 4th Jun 2008 02:01
It looks like some of your face normals are pointing the wrong way.

Go into UV face select mode and highlight all the faces that are see-through. Then go into edit mode and go mesh->normals->flip.
programing maniac
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Posted: 4th Jun 2008 23:16
ok, thanks, I'll try it out.

~~Its not about what you know, its about how you figure it out.~~
jason p sage
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Posted: 4th Jun 2008 23:28
Quote: "I made a model of a human, on blender and something"


I know what ya mean... I put a human in a blender and there is a major bones problem and the textures are all bleeding.

programing maniac
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Posted: 4th Jun 2008 23:31
The one bad thing about blender is that ONE mistake, and EVERYTHING is ruined! Also, it is like impossible to FIND the mistake. Well, other then that, it is pretty good.

~~Its not about what you know, its about how you figure it out.~~
programing maniac
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Posted: 5th Jun 2008 02:29
Hey, is there a way of making it so that the model isn't see through? Without flipping vertices? Like just make it so that at any view, you can't see through it?

Thanks,
by the way, in wireframe mode on direct x, it looks very strange... A couple of the vertices are going to one spot...

~~Its not about what you know, its about how you figure it out.~~
jason p sage
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Posted: 5th Jun 2008 02:58
programing maniac
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Posted: 5th Jun 2008 03:29
hm... That just seemed like a simple answer.... Most answers I get are like you have to go into the very core of the program and reconfigure stuff, lol! I was expecting something like that...

Thanks!

~~Its not about what you know, its about how you figure it out.~~
Brillig
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Posted: 6th Jun 2008 18:08
You can also make the normals of each face double-sided (pointing in both directions) if you want to be able to see it from inside the object and outside.
jason p sage
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Posted: 6th Jun 2008 18:42
The double sided poly approach I don't think translates to DarkGDK, I think you have to either make a poly facing each direction to get the texture control - OR - just turn culling off and deal with only texturing the "front" side, knowing you'll see the opposite on the other side when culling is set to off.

tobi453
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Posted: 6th Jun 2008 19:27
Try "Recalculate normals outside" in Blender.

Control + n in edit mode.

FINAL VERSION RELEASED!!!!
programing maniac
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Posted: 6th Jun 2008 23:10
Quote: "Try "Recalculate normals outside" in Blender.

Control + n in edit mode."


Thanks, thats what I really needed.

~~Its not about what you know, its about how you figure it out.~~
programing maniac
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Posted: 6th Jun 2008 23:27
I also have this problem when I go into wireframe mode. (picture attached)

It isn't like that in blender though...

~~Its not about what you know, its about how you figure it out.~~

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