check the way your face (quad is facing).... that is the other thing i can think of.. if the face is in the wrong direction it will render black.. unless u select 2 sided.
but i dont want to do a loop selection...just want to be able to start with a selection of a face and then within that loop pick another face and it then selects all the faces inbetween.
Not sure what I am looking for in the face / vertex normals. Face normals are at a 90* angle, and vertex normals seem to flow with the angle of the edge where faces meet.
Hi guys. I was wondering what direction a model should face like the Z or X facing orientation. I heard some people can be fussy about the orientation when passing down a pipeline. Any help would be awesome.