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I'm making fuzzy boots for a game and everything was going well until I tried to add the fuzz and I discovered that the whole thing was literally inside out and the fuzz (hair) would go inside the boot instead of outside the boot. I need to know if there is a way to not change anything about the topology of the boot but make it so the hair/fuzz goes on the outside instead of the inside. (please help)

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  • $\begingroup$ Usually, the answer is "recalculate normals", and if that doesn't do what you want, enable "inside" on the operator panel. There are potential situations where that won't work; but those potential situations indicate something other than/additional to normals are wrong, and you should fix that other wrong thing. The other way around this is to just change whatever the fuzz object is, making it point the other way. $\endgroup$
    – Nathan
    Commented Jan 12, 2023 at 23:03

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This is called "flipping the face normals". A Normal is basically the front direction of a geometry element, like vertices, edges, or faces. To see if your faces are oriented the right way, you can use some Overlay options in the viewport, both in Object Mode and in Edit Mode:

Left: Enabling "Face Orientation" in Object Mode Right: Enabling "Face Orientation" and "Face Normals" in Edit Mode

Then in Edit Mode, you can select your faces and Recalculate Normals by pressing Shift + N. There are also other operations available in the Mesh > Normals menu (Alt + N), as explained in the manual:

enter image description here

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I just went to view port overlays and turned on face orientation which showed which Normals were the wrong way and I selected any wrong-facing Normals and flipped them by going to Mesh > Normals > Flip

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