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hold on 👀 it's time to fix your lighting errors, you'll thank yourself later Mesh > Normals > Average > Face Area #blender

83,543 Aufrufe • vor 1 Jahr •via X (Twitter)

11 Kommentare

Profilbild von julien 🌊💜 2d/3d artist
julien 🌊💜 2d/3d artistvor 1 Jahr

this is probably my most spammed command while modeling, such a lifesaver 🙏

Profilbild von RainHet ~*~ VRC/Vtube Comms ~*~
RainHet ~*~ VRC/Vtube Comms ~*~vor 1 Jahr

yesyesss ^^

Profilbild von Seyren
Seyrenvor 1 Jahr

OH MY GOD THANK YOU I WAS WONDERING HOW TO FIX THIS

Profilbild von RainHet ~*~ VRC/Vtube Comms ~*~
RainHet ~*~ VRC/Vtube Comms ~*~vor 1 Jahr

no problem ^^

Profilbild von ZaBoss
ZaBossvor 1 Jahr

Love using the weighted normal modifier for things like this.

Profilbild von Joko
Jokovor 1 Jahr

This and "Recalculate Outside"(shift+n) were some of the most key this I had to learn for my things to start not looking like garbage when I used mirror/duplicate/etc. even as a beginner Wish more tutorials mentioned them

Profilbild von Portal
Portalvor 1 Jahr

Always appreciate ✋️🤚

Profilbild von RainHet ~*~ VRC/Vtube Comms ~*~
RainHet ~*~ VRC/Vtube Comms ~*~vor 1 Jahr

<3

Profilbild von Ponrayne
Ponraynevor 1 Jahr

Ah that is very useful information! I've been having some normals issues on older projects since updating to blender 4

Profilbild von Nerva
Nervavor 1 Jahr

Oo this is cool! Does this info carry over with export into other programs like Unity?

Profilbild von RainHet ~*~ VRC/Vtube Comms ~*~
RainHet ~*~ VRC/Vtube Comms ~*~vor 1 Jahr

yep :D

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