Hello Devs,
I have been trying to make GFX but the hats…
They look translucent and glitchy.
Any help please?
Thanks,
Aki
Hello Devs,
I have been trying to make GFX but the hats…
They look translucent and glitchy.
Any help please?
Thanks,
Aki
It isn’t a glitch at all to be honest.
click this then scroll down until you see this
I sincerely hope this helps you
oh and to add to what i just said this is what it sould look like on your screen when you scroll to it
Uhm…
What shader are you using
mabye that might help
looks like its something to do with vertex normals, could be negative scaling, select the object then press ctrl+a > scale, if that doesnt work, go into the editor and press A then shift+n to recalculate the normals.
If none of them work then this is a much deeper issue.
I have this problem too. This only appears on material preview mode. I don’t know how to fix that
What do you mean by that?
Wrong settings, you have to go to the hat, click on the materials tab, and THEN go to settings. (Make sure you’re selecting the material the hat is using)
I did…
(lots of words here thing)
None of them worked. Gosh dangit.
Hey, so as a 3D modeler, I likely know exactly what’s going on here, and I will explain.
Many people going into 3D modeling for starters don’t know this, but faces have only one correct side; they’re not double sided. (In ROBLOX Studio, you DO have the option to make faces double sided, but I don’t recommend this over getting the mesh correct and not having to turn it on-- because doing that, you might as well have twice of the same model.)
The way these one-sided faces face are called normals.
When making a 3D model, often times, as you edit it; extruding, changing faces, ect, these normals automatically generate, but sometimes they generate in the the opposite direction of what you want them to be. And hence, with wrong normals, the textures you see are only from the sides in which the normals are facing you, because they rely on this to see what side to project a texture while the other side is invisible.
Once your 3D model is entirely closed, and again once it’s done (whenever you want to reliably look at the how the lighting hits), then you can safely automatically generate the way normals face, or individually fix them. In some cases, you want them inverse, other times, you will want them outverse.
There is uses for this, in example, some hats have an anime outline, and that is how that effect is done-- it’s literally an inside-out mesh covering another standard mesh facing the correct way. It’s also the reason in ROBLOX Studio that you are able to put your camera inside a block and see out of it without seeing the faces of the block your in; because those normals on that block are flipped to the outside.
The reason the industry generally does this is because it is more optimized to have one side show rather than both, rather if you use blender or not.
Here’s a good video demonstrating the issue and how to fix it, and there’s a ton of information on YouTube demonstrating this.
You may also want to do some research on backface culling.
you have to go to viewport display tab in material settings
Just turn off backface culling or show backface. Common error with importing Roblox characters.
Its not a gltich or something, prob you can just ignore it.
I can’t. It would look weird on GFX…
Try imagine the hat and view it on rendered view (only work on cycles)
My laptop does not like cycles. It would take painfully long and if the outcome doesn’t come out well, then I wasted like 1hr of my time for nothing.
Try eevee, idk will it work or no cause i never try it
You need to change the Blend Mode from Alpha Blend to Opaque.