Question #1
OK FIXED IT UP, I HAVE EDIT PRIVILEGES NOW
just invert polygons [poly mesh-invert polygons] and you should be fine
when it comes to shading - well that’s what I personally love about xsi - I see which faces are facing which way… no idea why you’d want to have it display differently in the viewport?.. it’ll render properly.
[just btw it’s not an xsi forum so I’d go to autodesk xsi one if I were you ;)]
I can’t remember if just flipping normals works to fix this problem (as you say, I get it when importing an XSI model into ZB that has had parts of it duplicated and scaled -1). I do know I used to fix it by selecting all polygons and doing an extract polygons (under Create polymesh). Pretty much brute force but it seemed to fix all normal problems I had. (Do I remember wrong, or do versions of Softimage from 7.5 have tools to actually tweak the normals - I use 7.01.)
I’m not quite sure what your problem is with the shading, but you might like to try turning on the headlamp in visibility options.
Yeah I did post this question on the Autodesk website, no reply’s and hardly
any views LOL! (nevermind). I felt that it would be alright in this area of
the forum, since its non Zbrush. But thank you both Magdalena and
bonecradle for answering.
softimage but when in subdivide preview the object apears black (above the 1st level).
In many cases mirroring is a simple duplicate and negative scale on X axe. In that case, the polygon is inverted, that’s why it looks flipped. You should re-invert it as Magdalena said. XSI takes care of it auto-magically
The back side will be never shaded as the front side, since it’s back side you have to give thickness to the mesh, or close to get proper shading. Actually that’s why it is called surface modelling
Thanks again Jester.
I’m just a Maya user to XSI that wants the comforts of Maya lol. But if it
works for you guys having black backfaces in the viewport, I guess I’ll just
have to go with it. The main reason I like to have both sides shaded is when
I make indented stuff. I can go around the back of the object and fix it.
Perhaps fixing up the eye sockets of a head for example. I guess my work
around would be just to simply invert the normals temporarily and do that
instead. Then when its done invert them back again. Would be nice to have
a double sided feature in XSI. But it would be even better if the modeling
tools in Maya were like XSI :lol:.