Blender - Common Mistakes and Tips
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Published: July 29, 2018

Blender - Common Mistakes & Tips


*Blender Cycles*

[Updated: October 13th 2019]
Change Log at the bottom.






1. Help! I installed a Blender Add-on, but nothing happened or it doesn't appear to work.


[Image] Installing Blender Add-ons
Important, make sure there are no extra periods in the zip filename:
Addon_Folder2.79.zip [BAD]
Addon_Folder2_79.zip [GOOD]

Demo - Installing Screencast Keys add-on
Demo - Installing XPS Tools add-on





2. Help! I can't Scale or Rotate anymore in Blender!


- You may have accidentally enabled Only Origins (Manipulate Center Points).

- www.youtube.com/watch?v=6viFpj…
Blender 2.8 - Disable 'Only Origins'






3. How do I use Old and New versions of Blender?


Blender Versions
I recommend downloading the portable versions of Blender 2.79 and Blender 2.80.
You can switch between versions anytime, or run them both simultaneously.
  • .zip = Windows Portable
  • .tar.bz2 = Linux Portable

Unzip and run Blender, no installation required.





4. Help! My selection is Rotating or Moving incorrectly!


Example:
Animated Image

Transformation Manipulators:
Blender 2.7 - Transformation Manipulators
- Keep both Transformation Manipulators (Rotate and Translate) enabled.
- This will help you see the pivot point during rotation and other operations.
- Then change the Pivot Point.
Blender 2.7 - Pivot Point Blender 2.8 - Pivot Point
Blender 2.8 - Pivot and Orientation Points





5. Textures are not showing correctly while Viewport Shading is set to Texture.


If your Viewport Shading is set to Texture, the model will only show the active selected Image Texture Node.
Example:
Animated Image





6. Help! Objects are disappearing / clipping while zooming in 3D Viewport Editor.


Example:
Animated Image Demo
- In the 3D Viewport Editor, press the N key to open the Properties Shelf.
[Image] Properties Shelf (N key)
For large Mesh Objects:
- Try increasing the Clip value for End.
- Or try reducing the Scale of the Objects.
For small Mesh Objects:
- Try decreasing the Clip value for Start.
- Or try increasing the Scale of the Objects.

You can also change the Clip values for the Camera Object in the Properties Editor.





7. Help! My objects in the 3D Viewport scene are too far away or offscreen!


Two Solutions:
  • Home Key
    - Home key - 3D Viewport will reveal all objects in scene
  • Numpad_Period
    - Numpad_Period key - 3D Viewport will reveal selected Object(s)


Also check the Visible Layers or Collections.
Blender 2.7 - View Layers
Blender 2.8 - Collections





8. My rigged character isn't deforming properly when posing.



Before rigging a character, make sure both the Armature (Skeleton) and the Mesh Object(s) (Character Meshes) have their Transforms applied:
Animated Demonstration
- Hotkey CTRL+A [Object Mode]
- ObjectApplyLocation | Rotation | Scale

You can also tell if an Object's transform hasn't been applied by looking at the location of the Object Origin (Origin Point)
[Image] Object Origin

Blender Guide - Rigging & Weight Painting





9. Checkered 3D mesh, strange checkered hair mesh!?



this happens mostly from doa hair rips. what the creator did was add a front and back to the mesh instead of just making the mesh double sided (or its made from ripping, not too sure). so.. in places there's 2 faces right on top of another, causing the colliding and ugly shadows; and that criss-cross/checker pattern too. maybe it looks good in the doa games, but for gmod/sfm it looks like shit XD
it would take some time. but you would have to manually delete one of the sides where you see that collision.
I had this issue with one of Christies hairpieces, and instead of going through all that, i found another download where her hair looked normal and that issue was already fixed; you might wanna try to find another download for that specific hair; i'm sure there's a few Sarah Bryant models with this already fixed ;) - Alan13

Example:
Animated Demonstration

L Key = Select Linked [Faces, Edges, Vertices]
- This will select the connected faces on the hair mesh.
H Key = Temporarily Hide Selection
- This makes it easier to work with overlapping meshes.
Alt + H = Unhide Selection

If the 3D model is only being used in Blender, you can just enable Backface Culling.
Fix Checkered Mesh with Backface Culling
- Blender 2.80 Demo
- Blender 2.79 Demo





10. My 3D model has a blocky appearance or weird shading, even when there are no lights or textures/materials applied.



Examples:
Demo 1Demo 2Blender - Set Normals from Faces

You can use Face Orientation to see the direction of the faces/normals:
- Blender 2.8
- Blender 2.7

Try 1 of the solutions below:
- Select the Object, switch to Edit Mode, select the whole mesh, and Set Normals from Faces.
- Select the Object, switch to Edit Mode, select the whole mesh, and Remove Doubles or Merge by Distance.
- Select the Object, switch to Edit Mode, select the whole mesh, and Recalculate Normals.

Vertex Normals
*BONUS* What the hell is a Vertex Normal?
- www.youtube.com/watch?v=0xB7nb…





11. My Normal Map texture makes my 3D model look blocky or inaccurate.



Demo: Bad Normal Map confuses LightingBad Normal Map
Bad Normal Map

Demo: Fixed Normal MapFixed Normal Map
Fixed Normal Map

Keep in mind, if you're only using Blender for rendering, then your Normal Map should be Blue-ish.
If you want your Normal Map texture to be Blender-friendly, you can use either an Image Editor (Photoshop/GIMP) or Blender's Node Editor:
    [Example - Node Editor] by TSelman61
  • [Before] [After]
  • Why is the B (Blue) socket disconnected from the Combine RGB node?
    - Interestingly enough, the Red+Green color channels actually have enough information about the Normal Map:
    - Normal Map Texture (No Blue)
  • But to make it Blender-friendly, we can create an artificial Blue channel that affects the entire Normal Map texture:
    - Manually change the B (Blue) channel value to 1.00, as shown HERE.
    - Normal Map Texture (Red+Green+Blue) - This is how Blender will interpret it
  • Blue channel information is not lost?
    --> Yes you are right. In fact, the blue channel is also important on the normal map. This is a much better way to determine depth and height. (Bump like the map.) But the normal map works without the blue channel.
    Now many game companies do this. They're ignoring the blue channel. And they're adding another map instead of the blue channel. So instead of creating two different maps, they form a single map. in this way, fewer files are created and reduced in size. - TSelman61

Other game engines may have different requirements for their Normal Maps.
You may need to convert the Normal Map texture.
Try 1 of the options below to get your Normal Map working.


Normal Maps - RGB Channels
Normal Maps - RGB Channels
Normal Map - Color Direction
If you look closely at the bright Red and bright Green, you can see the "handedness" of the Normal Map texture:
X = + (Red is on the right side)
Y = + (Green is on the top side)
Z = + (Blue is the predominant front view)






12. Help! I can't Import FBX model into Blender! (Unsupported version/ASCII FBX)


ASCII FBX files are not supported
Version 6000 unsupported, must be 7100 or later



  • ** Option 1. Noesis [Recommended]
    Noesis: Convert FBX to DAE
    - You can use Noesis to convert FBX to DAE (Collada).
    - You may need to enable Flip UV's.
    - Import DAE into Blender.
    Blender: Import DAE

  • ** Option 2. Autodesk's FBX Converter
    - You can use Autodesk's FBX Converter to convert unsupported FBX files to the latest binary version of FBX.

    - There is still a chance that some rigged character models may appear incorrectly in Blender.

  • ** Option 3. Bos FBX add-on for Blender
    - The add-on will allow you to import some ASCII FBX models or other unsupported FBX versions.
    - There is still a chance that some rigged character models may appear incorrectly in Blender.

    - The Bos FBX add-on is no longer being supported.


Ton Roosendaal (Blender Founder):
I had a meeting with the guys (Autodesk) about FBX, because FBX is the standard, right, for a lot of artists to move animation data from one application to the other, especially the games industry. Everybody is using FBX, but it's a locked-in format, and Autodesk is frustrating everybody who tries to reverse engineer it by changing the format every year, just for fun.
Full Interview: www.youtube.com/watch?v=qJEWOT…






13. The textures on my 3D model are Pink/Purple in the 3D Viewport Render.



Two reasons for why a texture may turn pink/purple:
  • 1. Corrupt texture or poorly supported texture format
    - Example: You may find some variant of DDS textures that may not play well with Blender.
    - You may need to convert the image texture to a different image format (TGA, PNG, JPG, etc).
    - Possible Workaround: Pack the image texture file into the .blend file.
  • 2. Missing texture
    - If the blend file is referencing an image texture file from outside of Blender, it's possible that the texture file or its folder may have been accidentally deleted, renamed or moved. [If moved, go to File -> External Data -> Find Missing Files]
    - When a blend file is saved, Blender will not save any unused textures/materials (external or packed).
    - If you let a friend open that blend file, those unused textures/materials will not be available within the Blender session.
    - If you want Blender to protect/keep the unused textures/materials, press the Fake User button (F or Shield button) before saving the blend file.






14. My 3D Model is missing faces (see-through) or has completely black texture!


  • Blender - Eevee and Blend Mode
    In order to make the changes, as shown in the demo above, the render engine needs to be set to Eevee.
    Blend Mode: Opaque (For objects that need to be solid)
    Blend Mode: Alpha Hashed or Alpha Clip (For objects that need transparency)
    - Alpha Clip gives the user more control of alpha clipping with Clip Threshold.
    - Alpha Hashed appears to do some automatic calculations on its own.
  • Watch Demo
    For the cartoonish outline, apply Backface Culling to the black Mesh Object.
  • Watch Demo
    Sometimes the 3D cartoon model and it's black mesh outline are within the same Mesh Object.
    You can either separate the black mesh outline as its own Mesh Object, or you can assign the black mesh outline to a separate Material.





Please don't throw away any of these valuable texture maps!
They are extremely helpful!

Texture Maps






[Below will be moved to a Rigging Tutorial in the future]



I just had a thought about the weird placement of the pelvis bones from the Rigify's Human (Meta-Rig).
Animated Gif

I don't think I've ever seen a tutorial address how to use the bottom tips of the pelvis.L and pelvis.R bones.

Then I thought, why not try using them as butt bones. It kind of makes sense.

Before
Before
After
After

If you're working with Automatic Weights, it requires some experimentation.



EXTRAS:
Why You Should Never Model with Subdivisions Active - 3D Modeling Fundamentals






Change Log:

Oct 13, 2019
Minor Update: Help! My selection is Rotating or Moving incorrectly!
- Added Video - Blender 2.8 - Pivot and Orientation Points
- www.youtube.com/watch?v=y3ECvX…

Oct 12, 2019
Updated: The textures on my 3D model are pink/purple in the 3D Viewport
- Added tip about opening blend files with pink/purple textures (missing textures).
- Added tip about the Fake User button to protect/keep your textures/materials from being deleted from blend file.

Sep 17, 2019
Minor Update:
Added Backface Culling tip for checkered meshes.
- i.imgur.com/qebvylt.jpg

Sep 11, 2019
Added - My 3D Model is missing faces (see-through) or has completely black texture!
- gfycat.com/mintylatehen
- gfycat.com/waterloggedbriskjen…
- gfycat.com/piercingdeliciouski…

Aug 27, 2019
Minor Update:
- Added Demo: Set Normals from Faces - gfycat.com/elegantlastingcrayf…

Aug 16, 2019
- Added a video to show Face Orientation (See the direction of faces/normals).
- www.youtube.com/watch?v=Z--dnY…

Aug 15, 2019
- Added how to use Old and New versions of Blender at the same time.
- Added more Normal Map Texture tips by TSelman61 and XnaFreak.

Feb 25, 2019
- Added: Help! I can't Import FBX model into Blender! (Unsupported version/ASCII FBX)
- Added tips to import unsupported FBX files into Blender.

Oct 15, 2018
Added 2 more tips to fix Normal Map problems:
- Disable Alpha on Normal Map Texture Node
- Invert Color Node between the Texture Map Node and Normal Map Node.

Aug 26, 2018
- Added: Help! I installed a Blender addon, but nothing happened or it doesn't appear to work.
- Added: The textures on my 3D model are turning Pink (or Black) in the 3D Viewport Render after few minutes or hours in Blender.

Aug 13, 2018
- Added info about converting yellow Normal Map textures to blue ones.
- Added info about shading issues or dark edges on 3D models.
Comments28
anonymous's avatar
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DweezleDee's avatar
Your tutorials covering some very technical and problematic
situations on Blender have helped me so much.

Your written direction and illustrations are really well composed, 
and make it easier to comprehend. Thanks for sharing and your altruism. 
XCurtainX's avatar
Thank you, I have three questions for you.

1. What mistakes or tips helped you the most?

2. What things in Blender are you still confused about?

3. What can I do to improve this page?
DweezleDee's avatar
Wow, lot to think about . Off hand I'd say this:

3. What can I do to improve this page?  First it's great that your doing this
with-out compensation. Plus your written instruction with screen-shots are well done.
To your question - I guess video would be a improvement, but not necessary or necessarily
...a fair amount of those on You Tube are pretty bad. 
.
2. What things in Blender are you still confused about? 
Well I am a novice just digging in. I have just been using blender to help
produce Game Mods exclusively. Haven't created any thing from scratch.
Mostly using in combo with other game specific tools. 
To your question - Importing/exporting ports from XPS files, and character modification

1. What mistakes or tips helped you the most?
There's too many really to tick off - but I like resource links that you
include with a tips, and following your discussions with people that are having issues.

Over-all your providing a nice resource for me, and I appreciate and respect what your doing. 
Thanks for your interest
Best Regards
XCurtainX's avatar
a fair amount of those on You Tube are pretty bad
What are some YouTube videos that failed to explain a Blender topic?
I will try to do some research on it and hopefully do some demos myself.

To your question - Importing/exporting ports from XPS files, and character modification
- Regarding ports, since my primary goal is to help people move from SFM/XPS to Blender 2.8X, I will be focusing more on importing into Blender than exporting out of Blender.
To add, I've never actually learned about the XPS porting process, and that's because I've never used the XPS/XNALara software before.
Was there something specific about importing and exporting you wanted to learn?
- Regarding character modifications, I think I can do some research on that. Maybe texturing and fixing seams?
You have anything specific in mind?

There's too many really to tick off - but I like resource links that you
include with a tips, and following your discussions with people that are having issues.
Since the discussions below have valuable information to you, does that mean the journal itself failed to provide some of that info? I want to make sure that the info is available in it's appropriate section without having the reader to forage through the comments all the time.

You mentioned XPS earlier, do you still use the XPS/XNALara software? If so, why do you use it?
DweezleDee's avatar
What are some YouTube videos that failed to explain a Blender topic?
I will try to do some research on it and hopefully do some demos myself.

There is one video lesson course on "Steam" teaching Blender, but it's 2.7
Nothing on Blender 2.8 as it pertains to gaming mods - which is what Steam
and all this is about. Might be a income source, just saying...

For context: I am all about DOA5LR. Blender is a one of many tools to mod for this game
I think that's why even though it's 6 years old now it's still popular. Some clever ones wrote
some python programs that make easier the process of mods for this game.
. I like you never learned XNA Lara, and don't intend to. One can import XPS mods into Blender
export to TMC with some aforementioned tools but they are all DOA5 specific.
Even the new DOA6 is completely different, because devs. changed game engine
Anyway it seems to me you have to research different software tools made by modders for each game.
'Course Blender itself is universal for all of them

That's where I'm at, and a novice as well. But your Blender tips and techniques are universal as well
so it's relevant for DOA5 and others if I choose to get into other games.

As far as commentary and author help to questions: I always read those, just pick up what others might be thinking
and the authors solution. It doesn't really mean the the lesson was ill explained though. People always have questions,
especially when there's so much complex information to digest.
:) (Smile) 
XCurtainX's avatar
XCurtainXFeatured
Update:
- Help! I can't Import FBX model into Blender! (Unsupported version/ASCII FBX)
- Added tips to import unsupported FBX files into Blender.
XnaFreak's avatar
XnaFreakFeatured
One more tips to fix Normal Map problems:

Different game engines, using tangent space normal maps will have a different native required direction, or "handedness" for the RGB channels in a normal map, sometimes referred to as "Swizzle Coordinates".  To use use it in Blender,  you have to swizzle (swap or invert) the RGB channels. wiki.polycount.com/wiki/Normal…

How to invert the channels:
Invert the Y/green channel with RGB Curves
goto UV/Image Editor, select the normal texture, then Image, invert, flip green channel, save the image.

Even with the same  "Swizzle Coordinates", the blue channel range can differ. www.deviantart.com/xnafreak/ar…
I would not recommend to Change the Blue layer (Z) of the image to White (255)! The Z value can be calculated from the X and Y value.
Range 0..1 float, eq 0..255 signed integer
float usually        Z = sqrt( 1.0 - X * X - Y * Y )
float for Blender  
Z = sqrt( 1.0 - X * X - Y * Y ) * 2.0 – 1.0
 www.nvidia.com/object/real-tim…

XPS use a blue channel range from 127 to 255, the "flat" value is 255
- According to my knowledge, Blender use a blue channel range from 0 to 255), the "flat" value is 255
- VALVE use a blue channel range from 128 to 255, but Valve's "flat" bump map textures use 248  developer.valvesoftware.com/wi…

Like mentioned, some 
game engines define a "Phong mask" or "Specular map", or "Gloss map" in there Normal maps alpha channel, so disable Alpha on Normal Map Texture Node.

XCurtainX's avatar
The technicalities behind normal maps always confuse me.
Look like I have a lot of reading to do. Thanks for sharing this.
XnaFreak's avatar
The technicalities behind Normal maps are easy.
comments.deviantart.com/1/7542…

Basically, a surface (face or vertex) 'Normal' is a direction vector (part of the vertex/geometry) normalized to the length of 1.
If the light hits the surface parallel to the normal, then that part of the surface is in bright light (diffuse color).
If the light shines the surface at right angles to the normal (parallel to the Tangent), this part of the surface is dark (black).
A 'Tangent Space Normal Map' bend the underlying surface Normal to 'fake' a high ploy mesh.
Lets say, middle red/green do not bend the Normal (flat bump map color), full red bend the Normal 90° to the right side; zero red bend the Normal 90° to left. Full green bend 90° up, zero green bend it 90° down.
-> (swizzle +x+y+z eq R is left/right, G is down/up, B is Z).
Invert a channel: +x-y+z eq R is left/right, G is up/down, B is Z
Because the Normal points always to the outer site of the surface, and the length of the Normal is 1, the Normal can only cover a half sphere with the radius of 1. So to describe the top of a vertex normal, the coordinates values ​​X and Y are sufficient. Z can be calculated (and the blue Z value is always greather than a middle blue value -> Bluish Normal Map).
RGB Swizzle XYZ and YXZ is Bluish 
Swap  channels (Blue is not Z-axis):
RGB Swizlzle XZY and YZX is Greenish
RGB swizzle ZXY and ZYX is Reddish
So to convert your green Normal map to the Blue map, just use a image editor and swap the Green and Blue channels.
To check the XY-axis, read this tutoral -> Examining Bump maps and how to fix them

Because the coordinates values ​​X and Y are sufficient,
that's why some game engines use a texture with only two channels (The 3Dc format stores only two channels RG). Many game engines use an RGBA texture with 4 channels, and store other textures in the blue channel and in the alpha channel of the normal map. Some engines, like Blender, waste memory space and store also the Z value in the blue channel.
XCurtainX's avatar
I should probably mention that I have never used the XNALara/XPS software.
I've never touched any 3D modeling software, except Blender.
In late 2016, after animating in SFM, I started using Blender, and it took me more than a year to get a grasp of the program.
It took me longer to gain the confidence to make tutorials for people who:
- are scared of Blender
- have a learning disability
- are visually impaired in someway
- have a limited education

These are the parameters I have to work with.
It takes me a long time to demo and condense everything in the most visually pleasant way.

I usually write out my tutorials on DigitalEro first because the forum has a convenient collapse function with the [spoiler][/spoiler] tag, which makes it easier for people to navigate through the topics.
On DeviantArt, I haven't found a way to do this. Too many HTML restrictions.
I don't like to make a page too long unless I can make it easy on the eyes.

For the past day and a half, I've been thinking about how I can incorporate what you wrote, into this page.
I think I can do it, but it will take me a some time since this a completely new subject for me.

If you can apply my similar parameters, I can either incorporate it into this page or link to whatever page(s) resources you have that fits those parameters. I will still use the links you provided earlier, I just have to make sure the reader is focused while traversing 3rd party links.

My goal is to end Gatekeeping, and make F/OSS more prominent around the world.
Blender 2.80 is a great step towards that, since more schools and institutions are getting involved with its development.

I'm half asleep while writing this, so I'm sure I missed something.
XnaFreak's avatar
I love your tutorials.

Unfortunately, I do not have the gift to formulate something understandable. I will never be able to write tutorials. 
So I share my experiences and information for the purpose of others using them as background information. I do not expect to find my information in your tutorial. It would be counterproductive (incomprehensible / insatiable).

Normal maps are not "just" 
XNALara/XPS related. The technicalities behind Normal maps are the same for 'video games', 'Blender', 'XNALara' ...

Perhaps, the next sentence will be useful, as part of your tutorials, as an essence of my thousand words:

"Blender Normal Maps should looks usually  
Bluish. If your Normal Map looks Greenish, then just swap the Blue and Green channel of your map (with Photoshop, GIMP ...).
If your
Normal Map looks Reddish, then swap the Blue and Red color channel."




BTW,
I neither 
- scared of Blender (I use it since 2.48)
nor
- I have learning disability (just trouble with english)
nor
- visually impaired in someway (except I use a Wacom Cintiq 12-Inch Pen Display)
nor
- have I a limited education (I have a education as game designer in Milan and a degree in computer science in Freiburg.)
but I like how you write your tutorials and your work is useful for me.


XCurtainX's avatar
Thank you, I appreciate that a lot.

You wrote,
"Blender Normal Maps should looks usually  Bluish. If your Normal Map looks Greenish, then just swap the Blue and Green channel of your map (with Photoshop, GIMP ...).
If your
Normal Map looks Reddish, then swap the Blue and Red color channel."

In other words, if you're making a model strictly for the Blender environment (renders/animations), the Blender user should edit/convert the Normal Maps into a type that is best for Blender (Bluish type?).
Otherwise, if the Blender user is just exporting a model to a different game engine, the Blender user should edit/convert their Normal Maps according to the game engine's requirement.

Did I understand that correctly?

If so, as a bonus, I would really like to show Blender users some of the Normal Map examples you mentioned:
- Bluish, Greenish, Reddish, etc.
If you have some good examples, I can add them as thumbnails.
Then I can do a little demo of the swapping process you mentioned (either in Photoshop/GIMP or with Blender's Node Editor).
XnaFreak's avatar
Yes, you understand that correctly.
+
If
 the Blender user just importing a model from a different game engine, the Blender user should edit/convert their Normal Maps from there game engine Swizzle Coordinates according to the Blender requirement. (ex: If the the Normal map is Reddish, swap RGB to BGR or GBR; eq The prevailing color of the map is the last letter of the destination)

Sure. Here
sta.sh/2158h4p3ndjq
(To convert the reddish BGR_ZYX.png to 
Bluish RGB_XYZ.png, I have used  IrfanView->Image->Swap colors->RGB-BGR; eq I have "swapped" the red color channel with the blue channel; eq I have "swapped" the Normal  Z  coordinate with the X coordinate)
Philosophoholic163's avatar
I always suspected the checked effect was due to clashing backfacing and frontfacing meshes. Thanks.
XCurtainX's avatar
XCurtainXFeatured
Added 2 more tips to fix Normal Map problems:
- Disable Alpha on Normal Map Texture Node
- Invert Color Node between the Texture Map Node and Normal Map Node.
XCurtainX's avatar
XCurtainXFeatured
- Added: Help! I installed a Blender addon, but nothing happened or it doesn't appear to work.

- Added: The textures on my 3D model are turning Pink (or Black) in the 3D Viewport Render after few minutes or hours in Blender.
XCurtainX's avatar
- Added info about converting yellow Normal Map textures to blue ones.
- Added info about shading issues or dark edges on 3D models.
Dabnis-Sinbad's avatar
Dabnis-SinbadHobbyist Digital Artist
Thanks for the hints!  All good stuff.

The "double-sided" hair meshes are a result of the game engine, not Blender or importing.
Because the game code uses only a single-faced mesh, the modelers created double-faced meshes
so you would not be looking "through" objects with transparency (such as hair).

I haven't tried this (because up until now I haven't had that much trouble with hair),
but you might be able to (under the "Select" menu) group one selection of hair
according to it's properties (such as normal facing) and then hide that entire group (such as the inside hair meshes).
I may try this out later, and I'll report back on the experiment (after I watch a few Youtube videos).  :-) 
XCurtainX's avatar
Hey, let us know the results of your experiment when you're finished. :)
Dabnis-Sinbad's avatar
Dabnis-SinbadHobbyist Digital Artist
Well, I have tried the "Selecting" by Normal command.  After some research, and reading,
I have come to the conclusion that it just does not work.  Not sure if it just is broken, or it
doesn't do what it suggests it does in the Manual.   I will keep looking.

As you show above, the best solution is just to hide one of the inner or outer meshes.  :-)
XCurtainX's avatar
What mistakes have you made when you started Blender?
lifeissimple-tm's avatar
lifeissimple-tmHobbyist Digital Artist
no 7. what should i do?
del. the other side of the hair
or just ctrl n to fix the normal, ?
XCurtainX's avatar
The choice is up to you.

In the example gfy, the duplicate overlapping mesh that has the normals facing the skin was deleted.

It's possible someone else may have a better solution.

Like Alan13 said, "you might wanna try to find another download for that specific hair."
anonymous's avatar
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