Select all the faces on the top. Click on ( Mesh Display > Set to face ). Should fix your problem, this is not the be all solution for normals but for this situation it will fix your issue.
I think because they are perfectly "flat" and facing directly to the floor compared to the forearm that suggests otherwise. I'll rotate them so the palms are facing slightly forward .
These are indeed a single face planes, if I have a plane of say 50 faces, and throw tessellation on it, once I tile the planes won't that hit the performance substantially?
Sometimes there occurs this issue with the UV map, where the face dosnt get UV mapped. Try to locate the face and just planar map it and you should be fine.
Yes you can, but it will be messy... You can select certain faces and apply different materials to them and it will auto-assign a different mat id for those faces.
I like this policy. One of the biggest things Polycount has going for it, to me, is the fact that you can come here and talk to people who know their shit. They can talk about industry stuff as someone in it who's experiencing it, talk about technical stuff because they actually work with it, give feedback on artistic…
So my question is how do i get normals to face both ways in MAYA OR MAX. When i take the object into ZBRUSH it only shows the top faces of the object. Ill greatly appreciate any help.
Anyone knows an easy way to get the closest edge to a given position? i already know a way to do this for closest faces and closest vertices with the node closestPointOnMesh but this only returns faces and vertices.