12-09-2012, 07:28 PM
(This post was last modified: 12-09-2012, 08:59 PM by DarkSpyda04.)
An issue with viewing ripped models in the viewport is that either half of the polygons show up as backfaced or the entire model is pitch black. You've likely tried everything in your power to see a change but nothing happened. Read on...
REPAIRING THE BACKFACED POLYGONS:
Keep in mind that repairing the model is only useful in fixing backfaced polygons in renders. In hardware display, the entire model displays in black so you can't see the texture. If all you wish to do is see the texture on the model, skip this step and go straight to "MAKING THE MODEL AND TEXTURES VISIBLE".
You have two options to how you want to display the backfacing polygons while you're selecting them. One, open up the material editor, select your model's texture; in the Shader Basic Parameters, set the texture(s) to be "Faceted". Two, go to the Display tab, select the model, and check "Backface Culling". This will allow you to see which polygons are backfaced and which ones aren't. To repair the model, open up the modify tab, select the "Polygon" tool, and with it select each and every one of the backfaced polygons, right click, and flip normals. If you select the wrong polygon, Ctrl+Z is the universal undo. If you want extra assistance determining the defines of a polygon, F4 will display the model with a wireframe stacked over it.
Also note that changing to two-sided texture appears to be a quick-fix in hardware display but when you render, the polygons are still backfaced.
MAKING THE MODEL AND TEXTURES VISIBLE:
This doesn't repair the model for say renders but instead cheats to allow you to see the model in the viewport with textures wether the model was pitch-black or you haven't repaired the backfaced polygons beforehand. Open up the material editor and go to Material>Show Materials in Viewport As>Standard Display With Maps and then go to the display tab, select the entire model, and check "Vertex Colors" and the model should be visible. If you have trouble finding the display tab:
http://i897.photobucket.com/albums/ac172...layTab.png
WARNING: Do NOT attempt to delete and cap the polygons that do show up in Hardware Display in an atempt to fix them. Doing so will result in a crash and possibly being unable to reopen the file. You don't want this to happen to you so if you're going to make an atempt, save a backup copy first. Luckily I have a backup of the file that I was working off of but I'll have to repair the backfacing polygons all over again.
REPAIRING THE BACKFACED POLYGONS:
Keep in mind that repairing the model is only useful in fixing backfaced polygons in renders. In hardware display, the entire model displays in black so you can't see the texture. If all you wish to do is see the texture on the model, skip this step and go straight to "MAKING THE MODEL AND TEXTURES VISIBLE".
You have two options to how you want to display the backfacing polygons while you're selecting them. One, open up the material editor, select your model's texture; in the Shader Basic Parameters, set the texture(s) to be "Faceted". Two, go to the Display tab, select the model, and check "Backface Culling". This will allow you to see which polygons are backfaced and which ones aren't. To repair the model, open up the modify tab, select the "Polygon" tool, and with it select each and every one of the backfaced polygons, right click, and flip normals. If you select the wrong polygon, Ctrl+Z is the universal undo. If you want extra assistance determining the defines of a polygon, F4 will display the model with a wireframe stacked over it.
Also note that changing to two-sided texture appears to be a quick-fix in hardware display but when you render, the polygons are still backfaced.
MAKING THE MODEL AND TEXTURES VISIBLE:
This doesn't repair the model for say renders but instead cheats to allow you to see the model in the viewport with textures wether the model was pitch-black or you haven't repaired the backfaced polygons beforehand. Open up the material editor and go to Material>Show Materials in Viewport As>Standard Display With Maps and then go to the display tab, select the entire model, and check "Vertex Colors" and the model should be visible. If you have trouble finding the display tab:
http://i897.photobucket.com/albums/ac172...layTab.png
WARNING: Do NOT attempt to delete and cap the polygons that do show up in Hardware Display in an atempt to fix them. Doing so will result in a crash and possibly being unable to reopen the file. You don't want this to happen to you so if you're going to make an atempt, save a backup copy first. Luckily I have a backup of the file that I was working off of but I'll have to repair the backfacing polygons all over again.