I a complete beginner in Belnder. (I use 2.8 version of it). I used to work with cinema 4d years ago, so I have the idea about some basics of working with 3D. But as I see Blender is a lot more complicated and complex.

I found this model online and made used a Decimate modifier to reduce the size. Now I need to colorize it but for some reason I face this issue:

After unfolding UV and painting the model it paints the inside part of it.

The example of blender model texture paint

This happens when I zoom inside the model and paint it from the iside:

enter image description here

UPD.1 I figured out it has to do with Normals facing different directions, I recalculated them outside, it seemed to help a little but still it very edgy. There are some lines between the polygons and some of normals keep facing the wrong direction.


I believe some of your face normals are flipped OR you have overlapping faces / really rough topology, OR you need to unwrap your model more cleanly without UV distortion and maybe even increase the UV texture resolution.

To fix normals: Tab for Edit Mode, then A to select all. Ctrl+Shift+N to recalculate normals (untick "inside").

Fix overlapping geometry: a quick fix might be Re-Mesh modifier. Be sure to save an alternate version before flattening ("applying") a modifier because it is destructive.

UV Unwrap quick fix: Edit Mode, select all faces, U "Lightmap Pack" or "Smart UV Project". Make sure your UV image texture is a large enough resolution and that your UV islands have enough margins between to prevent overlap.

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  • $\begingroup$ Thank you so much for the answer, I've tried to fix normal, but unfortunately many of them keep facing wrong direction. What about Re-Mesh, I need to keep it low poly and recognisable, after re-mesh it really looses the shape. $\endgroup$ – Aleksandr Moroz Apr 8 at 23:32
  • $\begingroup$ Have you tried to Set Origin>Origin to Geometry in Object mode? Do that, and THEN recalculate normals. See if that helps. Also, try Ctrl+A to apply Scale, Location, and Rotation. Then try recalculating normals. $\endgroup$ – Coby Randal Apr 8 at 23:48
  • $\begingroup$ Maybe try backface cull, view from inside the mesh, select only facing faces and recalculate those alone and flip them outwards? $\endgroup$ – Coby Randal Apr 9 at 14:58

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