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How to orient normals on new Topology?

Hello all,

now that I grasped the topology tool I happy modelled new clothes…but I couldn’t find a way to orient normals to get rid of this backfacing polygons problem…I’m sure I just missed something…could someone please show me the direction?

PS: And as we are at it…what would be the best way to make trims?
I really would like to stay in ZBrush (3.1) all the time and not changing apps the whole time!

Thanks for all help!!!

Nobody???

Am I so far out??? Or did I miss something so obvious??? :o

Just a crumb pretty please! :frowning:

tools> display properties>Flip this should reorient your surface normals depending on what polygons are showing when you hit flip.

Thank you very much but it only flips them…then it’s the other part again I need to re-orient! :o

I don’t really understand, Flip doesn’t help? Double sided either? could you post a picture?
whats a Trim?

Flip doesn’t help because in my modeled object some polygons are right (non-backfacing), other ones are not right (backfacing).
Now when I flip them the before non-backfacing are now backfacing and the before backfacing are not anymore but the problems still stands.
“Double” is more a case of visibility in ZBrush but not the real issue because
when you take this object in…say…UVMapper you see the reality and that means alot of backfacing polygons.:o

A trim is (my english is not perfect sorry) for waist and leg- and arm ends…

But thank you for your interest!