Modeling - How to solve the 'Flipped faces issue'

Rantam

Hi there,

some times you may find that when you export an object from Max the faces are flipped. In Max they might look fine, and also if you check them with 3DSimEd, for example. But in game they appear flipped.

Other times the faces don't look flipped, but seem to reflect the light on a very odd way once you're looking them in game.

What you're having there is basically a problem of flipped faces/normals :cool:

This usually happens when you've used the mirror function available in Max. The original object will have correct normals, but the resulting clone will have the issue.

SOLUTION

Go to the utilities stack of Max, and add a new utility called "Reset XForm", as it doesn't appear by default there).

Select the object with the problem and apply the Reset Xform utility. It will added to the object as you see Collapse it afterward (clicking right mouse button on it in the stack).

Now let's see if the normals are correctly oriented. The best way to check it is to convert your object to an editable mesh. Once converted activate the polygon/triangle subobject mode. You'll see there's an option there to "Show normals". A perpendicular line will appear in each polygon/triangle showing you the direction of the normal (you can set the length of that line if you needed it).

Now you only have to flip those faces which aren't correctly oriented using the "Flip" button you'll find down in the stack.

Export the model to see if now the faces are correctly oriented (they should!).

As always, is more complex to explain it properly than doing it. Any doubt just let me know ;)

Regards

Ps. I'll add screenshots in a near future
 
There is another way that I find a little easier.

Usually flipped faces are due to copying and mirroring a part such as a tire/wheel.

When you copy and mirror the part just attach it to the part you copied it from. That part will take on the normals of the original. Then just detach it and then give it the proper name.



Another way is to just create a new box object and apply the texture you are using on the specific part. If you attach the part to the box and then detach it it will take on the normal properties of the box. I use this if I have a number of parts that I know are reversed.

I first learned how to do it the first way that Rantam explained but have found attaching it back to the original part is a quick way to do the same thing.
 
Very true Bob!

Thanks indeed for sharing! Having more options is always good, even more if they're easier :)

Best regards

Ps. Looking forward to see the release of your classic F1 mods soon ;)
 

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