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maya normal weirdness

interpolator
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Hito interpolator
This might be something simple but I'm buggered about figuring what it is...

left image is before, how I want it to look; the right is after what I did.
problem.jpg

What happened is I flipped a few triangulations... the faces' normals are changed as a result. so I select the mesh; and averaged the normals. figuring that'll blend the faces where I flipped the triangulations into the rest of the mesh. But I get this weird thing where the lighting looks flipped too.

What can I do to get it back to looking the way it was before and not have the few faces looking like they're patched onto the mesh?

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