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When I import my mesh, the polygons on the side of the object that the camera is viewing them from just disappear. When I look at the mesh from one side of the object, I can see through all of the polygons on my camera's side to the other sides of the mesh. When I move around to check the other side, the same thing happens. Basically, I can see through the polygons, into the center of an object I imported.
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Possible reasons:
The first problem can be solved with modifying the shader such that it does draw the insides as well but normally the solution is to fix the model (placing Cull Off at the right place in the shader should do the trick).
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I have had this problem before when making spheres into Holodeck type objects. The common solution to textures not mapping to interiors is to reverse the normals in your polysoup app. Here is the solution for fixing your mesh in Maya (2009 or 2010). In Maya:
Hope this helps Maya Users
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In Maya, turn off two sided lightning. Every face that will show black should be inverted. Select the black faces, and select reverse normals from the menu.
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Thank you for the quick answer. I've realized that the vast majority of my polygons are inverted, is there a quick way to fix that? Sorry, I'm kind of new to this. I have access to Autodesk Maya 2010 and Autodesk 3ds Max 2010, the mesh was created in Maya. Please comment on answers using the "add comment" option.
Nov 30 '09 at 08:56 AM
robert ♦
Dec 01 '09 at 05:40 PM
bowditch
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I have a related problem. If the camera is too close, some parts of the mesh don't appear, like for example is it is a man, the legs are invisible. But If I move the mesh a little bit far, they show. My concern is that they are between the far and near clip and if I see the scene editor, they are inside the "pyramid" formed by the camera (they are in front of it), so how could I expect to have a close up of the face if it doesnt show anyway. Pelase help The camera clips anything nearer than the 'near' plane and further than the 'far' plane. (select camera gameobject and look in inspector). You can adjust the near value to very low, although it's advisable to decrease the far plane as well. The further the near and far plane are apart, the fewer precision you've got in your z-buffer and that can give in artifacts.
Jan 13 '10 at 10:56 AM
Jaap Kreijkamp
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