Blender - Normals?

Hi – I’m new to working with Blender and I’ve ran into this issue where my normals are inverted…
I’ve tried inverting the Normals and had no success as it seems as if the collar area only has 1 face per normal? So inverting it will just face directly outside.

Does anyone have any suggestions?

Cape v1.obj (27.5 KB)

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It’s a little bit hard to see, so correct me if I’m wrong, but it looks like the collar of the cape is not solid, as in it is just made up of flat 2D faces. If this is the case, then giving it some thickness and using Shift+N to recalculate the normals should fix the problem.

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Mesh > Normals > Recalculate Outside

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@takenmake – Hi, thank you.
None of these solutions worked. :confused:

you have to select the faces in edit mode then do that (face mode)

The Top part at the collar has only 1 Face, in Blender Faces are rendered from both sides but in Roblox not so you can either turn in Roblox the DoubleSided Property to true on a Meshpart or u have to make the Mesh with both sides.

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Could you tell me if the collar is solid now or not? It would be easier to help if I knew that. Also, when you recalculated the normals, did you have everything selected in edit mode?

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Hi it’s still not solid I’m having issues.
Yeah, I understand I can use the Double Sided option on a MeshPart however I’m looking to use this as a FileMesh due to my requirements…

I didn’t realize that you had given your OBJ file. The reason your mesh is having trouble with normals is because it overlaps itself. It is not an issue with lack of thickness.

The edges on the top here plunge down into the mesh…

And come out the other side, creating an inverted loop. If you turn on x-ray mode like I did here, it becomes quite obvious.

That’s the reason the normals are inverted on the collar. The correctly-facing normals on the back of the cape are being flipped inside-out because of this strange face loop. You’ll have to manually move faces around to fix this, there isn’t an automatic way to do it.