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Blue edges [Solved]
Posted: Fri Jun 03, 2011 2:25 pm
by Darth-Derkie
I'm trying to make one of the doors of the Trade Federation Battleship seen at the start of the Phantom Menace, but it appears like this in-game:
In XSI:
I'm guessing it has something to do with the blue edges, anyone know how to fix that?
Re: blue edges
Posted: Fri Jun 03, 2011 2:44 pm
by naru1305
Darth-Derkie wrote:I'm guessing it has something to do with the blue edges, anyone know how to fix that?
your totally right. the blue edges means that they are disconet and the polygon´s are pointing inwards(black polygons); therefore wouldn't be seen in game. if you press u (polygon raycast select) and want to selet these black polygons you select a polygon behind, right?
to solve you must invert these polygons. to invert a polygon, select the offending polygon, use raycast select, then choose modify->poly meshes->invert polygon.
a little trick by FragMe, he told me if you can´t selet these polygons:
Little trick, if there are 1 or 2 polygons you can't get to select all the polygons of the mesh, invert them all that should put the bad ones pointing in such a way you can now select them, invert those, then select all the polygons and invert them once more now they should all be correct.
hope this helps
Re: blue edges
Posted: Fri Jun 03, 2011 3:15 pm
by Darth-Derkie
naru1305 wrote:Darth-Derkie wrote:I'm guessing it has something to do with the blue edges, anyone know how to fix that?
your totally right. the blue edges means that they are disconet and the polygon´s are pointing inwards(black polygons); therefore wouldn't be seen in game. if you press u (polygon raycast select) and want to selet these black polygons you select a polygon behind, right?
to solve you must invert these polygons. to invert a polygon, select the offending polygon, use raycast select, then choose modify->poly meshes->invert polygon.
a little trick by FragMe, he told me if you can´t selet these polygons:
Little trick, if there are 1 or 2 polygons you can't get to select all the polygons of the mesh, invert them all that should put the bad ones pointing in such a way you can now select them, invert those, then select all the polygons and invert them once more now they should all be correct.
hope this helps
Hm, that didn't really work for me, but I'm going to start over (again :p), I started each time with a rectangle with blue edges, now I managed to get normal ones. I hope I don't end up with blue edges this time, been trying to make this thing for a day now
Thanks anyway

Re: blue edges
Posted: Fri Jun 03, 2011 4:44 pm
by naru1305
if you have worked over it and it doesn´t use to work,, you can send it to me and i will have a look over it or you wait for other answers
Re: blue edges
Posted: Fri Jun 03, 2011 5:09 pm
by Darth-Derkie
Nah, I'm good now, I just found a much easier way of making this now :p If I only had known I could have used the boolean thing in the first place

Re: blue edges
Posted: Fri Jun 03, 2011 7:22 pm
by AceMastermind
I know you solved this already, but by default dark blue edges are hard edges and cyan colored edges are disconnected or border edges; these have very little to do with the problem displayed in your image. Your geometry is being backface culled because the normals are pointing the wrong way, they should point toward the camera/player. You simply need to invert the polygons to fix this. In XSI if you have the viewport headlight enabled and you see the black side of a polygon then it is facing the wrong way, just invert it.