Can anyone tell me why when laying on the ground the item appears correctly, but when being held by the character one part of it is missing?
http://www.reaverpt.eu/images/fail1.jpg
http://www.reaverpt.eu/images/fail2.jpg
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Can anyone tell me why when laying on the ground the item appears correctly, but when being held by the character one part of it is missing?
http://www.reaverpt.eu/images/fail1.jpg
http://www.reaverpt.eu/images/fail2.jpg
Do you see it missing from both sides when you are holding it?
Make textures 2 sided this should fix the problem, or 2nd option: flip faces on invisible part.
yea its missing from both sides >.< how do i make textures 2 sided?
Its working now
http://i1204.photobucket.com/albums/...HDragonAxe.jpg
It's good to do 2-sided material in PT, it's a quick fix for many problems but don't get me wrong, actual fix should be done by flipping "bad" polygons.
It's under Surface Properties, Normals: Flip.
It will be visible in right panel when you select polygon on your mesh.
Some engines (like Unity) have problems with 2 sided materials.
2 sided materials should only be used if the camera (viewpoint) can actually see both sides of a single surface, otherwise you are just increasing the load on the back-face cull algorithm.
Good example of such a "good" two-sided surface would be one of the ropes, or chains in PT. Since you should never have the camera inside the axe head, it shouldn't really be two-sided. IMHO.
The problem with "flip normals" is that I have no idea how to apply it to part of a mesh. So, assuming this axe is one mesh, doing so would make everything except the white areas in the screenshot white, and only show the texture on the section that seems white above. (reverse the problem areas) :(:
It might be whole mesh but it's made out of polygons. In 3ds you can select polygons or even vertexes and flip them. Depends on what is flipped in "wrong way".
I never had problems with 2-sided materials in PT and I never seen it slowing down because of it but it's good performance tip.
Yea, TBH I think that's a pretty highly optimised GPU operation these days. (Backface culling) but why burn silicon when you don't have to? :lol:
It's like wheels burning, some peoples just love it :)
Friend of mine like smell of burning CPU when he is calculating full Pi. :lol: