Timeline for Inside of mesh is see through when trying to make a hole?
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Jan 13, 2020 at 16:18 | history | edited | user1853 | CC BY-SA 4.0 |
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Jan 13, 2020 at 16:03 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
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Aug 1, 2019 at 12:42 | answer | added | Phil Rogers | timeline score: 0 | |
Jul 31, 2019 at 16:12 | answer | added | user58715 | timeline score: 0 | |
Jul 30, 2019 at 18:57 | comment | added | Robert Gützkow | Or using the Solidify modifier. | |
Jul 30, 2019 at 18:45 | comment | added | Robert Gützkow | What version of Blender are you using? Anyway the behavior would make sense when at some point backface culling would be involved, because that discards faces with normals pointing away. Essentially you don't have faces with normals pointing inside. The proper way of solving this is by actually modelling the inside by extruding and offsetting the top ring and connecting it at the bottom. | |
Jul 30, 2019 at 18:42 | history | edited | Nick | CC BY-SA 4.0 |
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Jul 30, 2019 at 18:37 | comment | added | Nick | No, the screenshot is from Blender, I just mean that when I save the model like that, it shows it the same in that program as it does in Blender. | |
Jul 30, 2019 at 18:34 | comment | added | Robert Gützkow | So the screenshot isn't from Blender but Roblox Studio? | |
Jul 30, 2019 at 18:25 | comment | added | Nick | Just went into Rendered shading, and it looks like how it should. But if I import it into another program (like Roblox Studio) it looks like how it does with the inside missing and if the rendered shading was turned off. | |
Jul 30, 2019 at 18:22 | comment | added | Robert Gützkow | How does it look like when rendered, are they only missing in the viewport? Backface culling would've been my first guess, but that's not it according to you. | |
Jul 30, 2019 at 18:06 | history | edited | Nick |
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Jul 30, 2019 at 18:01 | history | asked | Nick | CC BY-SA 4.0 |