Ch. 9 inside of Can
by John Mills · in Torque Game Engine · 04/18/2006 (6:21 am) · 2 replies
Hi All,
Im having a bit of trouble with the inside of the can..trying to get it to work..not getting very far...Im not sure if i did the mapping incorrect or selecting the correct vertices....but all I can manage to do is skin the outside of the can only...I can not get my original skin and the inside of the can skin to work at the same time...when I try to skin the inside of the can it over laps the skin I created on the outside of the can....any help would be greatly appreciated...if possible may a small list of what i should be doing....anyways..thanks for your time
Im having a bit of trouble with the inside of the can..trying to get it to work..not getting very far...Im not sure if i did the mapping incorrect or selecting the correct vertices....but all I can manage to do is skin the outside of the can only...I can not get my original skin and the inside of the can skin to work at the same time...when I try to skin the inside of the can it over laps the skin I created on the outside of the can....any help would be greatly appreciated...if possible may a small list of what i should be doing....anyways..thanks for your time
#2
Now, you can 'fake' double-sidedness[in the modelling environment only!] by editing the Emmissive or Diffuse parameter to a more visible color[white or grey], this however; will not cause the polys to be so.
You will have to select the intended faces needing a 'backside' and then Duplicate the selection, then Reverse Vertex Order and they 'should' face the 'correct' direction of the Normals... You can then even Regroup them to be one Mesh object...separate would be perhaps easier to UV map and texture, your choice.
Good luck.
04/18/2006 (2:20 pm)
Milkshape3d does not support double-sided polygons....they will appear as black, or if the RMB-contextual Viewport menu has the Visible Backsides setting off; they don't appear at all.Now, you can 'fake' double-sidedness[in the modelling environment only!] by editing the Emmissive or Diffuse parameter to a more visible color[white or grey], this however; will not cause the polys to be so.
You will have to select the intended faces needing a 'backside' and then Duplicate the selection, then Reverse Vertex Order and they 'should' face the 'correct' direction of the Normals... You can then even Regroup them to be one Mesh object...separate would be perhaps easier to UV map and texture, your choice.
Good luck.
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