06-14-2018, 01:34 PM
(06-14-2018, 12:34 AM)NikoPlymouth Wrote: I'm using Blender with these models, and I've run into an issue with normals.
On most parts of the models, turning tris to quads so I can properly subdivide works fine. However, with the faces, the normals have these random pits in them and turn all kinds of screwed up. I've tried everything I can to fix them myself, but nothing is working well. Any ideas?
I added before and after attachments
You are fundamentally changing the mesh from what it was meant to be, so I think this issue is more personal. Plus your using blender, as much people praise it for being free and just as powerful, it fails to fundamentally allow me to ease in from one to the other, so unfortunately I do not know it. While I can avoid the problem in 3DS max, the moment I edit the topology in any way the normal's get removed and regenerated. My only advice is to remove the normal, reset it back to default, then work on that. You will be able to do what you desire without going into the muddles.