0
$\begingroup$

I've tried flipping them, recalculating them and remaking the faces but i cant understand why the mesh still appears hollow, any ideas would be much appreciated edit view

object view

$\endgroup$
2

1 Answer 1

3
$\begingroup$

Normals could have nothing to do with this: I think it's just a viewport visualization issue, due to the extremely wide clip you set in this file:

enter image description here

that's a huge clip interval you set! from 1 mm to 10000 km!

see what happens setting it on a smaller scale, like from 1 mm to 1 km!

enter image description here

...your mesh is interpreted as it should... isn't it?

Explain why this happens is outside of my knowledge, but I can suggest to leave clipping limit around "reasonable" limits, depending on the scene you are trying to visualize.

$\endgroup$
2
  • 5
    $\begingroup$ Probably z-fighting when using such a wide interval. There is a finite number of z steps (not z in blender coords). When the depth is 10000km, each step becomes big (and inprecise). $\endgroup$
    – Gunslinger
    Oct 10, 2016 at 10:17
  • $\begingroup$ Cheers for the help. I wanted my mesh to end up being around 300ft scale i guess i should've scaled it down for the blend aha $\endgroup$ Oct 12, 2016 at 6:21

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .