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Original question go further in the post to see the edit 4 behaviour

(Hello, i have a problem with my meshes they suddenly appear to have weird bug with normal only when i move my camera on axis like front or side and i can't use a knife tool normaly it just rip off the face completely in all case and i tested a new file it work fine here,and my normal are correctly calculated.

ALl my mesh are hand made and i use a rigify workflow to animate for unreal, i made this work for a moment now and it probably work but not being able to use the knife tool is a pain

I have realy no idea but maybe its cause i m using the steam version of blender that keep up to date the software and maybe my mesh didnt liked it but i suspect a lot more something else

i also tried to check with the 3d print addon see if there is some weird thing going on but there is no problem, also it was working fine before i think its when i parented my mesh to my rig but i dont understand)

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Edit 4 : I just changed my layout to see the file and test thing and in this form everything work properly this is realy weird its the same files

What drive this problem then i can't isolate it

To Resume current status :

When im in the first layout of my blend file everything work perfectly, i can knife tool anything and there is no problem of normal anywhere but the second i change the layout (shown in those screenshot under) those problem appear

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Im gonna put more scrrenshot to illustrate but this is realy weird i dont know if someone could figure it out

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This thing on the upper screenshot doesnt occur as stated upper when im not picking a side with the camera but i actualy can't knife tool and my mesh have weird behaviour with face etc.. except when i m in the the first layout of my blend file where everything work properly

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  • $\begingroup$ This looks a lot like overlapping or corrupted geometries. If you isolate the corset ('*' key), does it look the same? If you recompute Normals (alt+N, recalculate outside) also? $\endgroup$
    – Jag JB
    Commented Sep 1, 2023 at 17:45
  • $\begingroup$ i already did this i said normal are calculated correctly i tried those two thing a lot of time, it look like a parameter is coming to fuck this up cause as i say and show on the edit 4 everything work perfectly when im in this layout this is realy strange $\endgroup$
    – Flavie404
    Commented Sep 1, 2023 at 18:00
  • $\begingroup$ Providing a file would go a huge way toward encouraging people to look at this in more detail. $\endgroup$
    – Nathan
    Commented Sep 1, 2023 at 21:32
  • $\begingroup$ Hey @Nathan I just uploaded the blendfile, i deleted almost everything except an example mesh, there is no rig with it but the bug or problem is here $\endgroup$
    – Flavie404
    Commented Sep 1, 2023 at 23:04
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    $\begingroup$ @Flavie404 I can't reproduce your problem in the file you've provided. I have only "V2.2_Fem_lp. no nipple push up.0016", without any mats, while normal maps and/or material settings may be part of the problem. You also have some weird empty collections in there, suggesting maybe you didn't include everything you intended to include. Making a mat for your single mesh object and inspecting, normals are fine. Some of your screenshots look like Eevie alpha blend with show backface and without backface culling (which you shouldn't do, alpha blend can't be sorted well.) $\endgroup$
    – Nathan
    Commented Sep 1, 2023 at 23:25

1 Answer 1

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I found the problem it was a simple problem of distance my view parameter was weird cause it have to because my unit scale is based on unreal engine (wich is cm)but i never encounter this case where the knife tool and ur edit mode dont even work properly

Thx @Nathan for trying to help its resolved

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