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Question by SirMacJefferson · Mar 17, 2012 at 07:55 AM · texturematerialdirection

Why are the textures of this model pointing towards the wrong direction?

I've been trying to make a 3D tileset in Blender and export it into Unity so I can make a level editor that will help me save time and effort designing levels by reusing the same tiles.

It's been working pretty well so far, but now it seems like one of my tiles is having some trouble.

I attached the same material (Mobile/Diffuse with a texture referenced) to one of the tiles as all the others, yet the texture seems to be pointing in a different direction with one of the tiles than it does with the others. The seams for UV mapping in Blender are set to the edges of the square which is having trouble.

The normals of the square are pointing up, like all the others, yet it seems like it's somehow facing a different way. Could it be because in Blender I rotated a duplication of a similar tile and set it in the proper place instead of making it from scratch? If so, this should probably be a Blender question...

Any help on how to fix this would be appreciated! I would attach an image, but it seems this function is broken on the website or something...

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Answer by Owen-Reynolds · Mar 17, 2012 at 01:25 PM

By "facing a different way" do you mean it's rotated to run the wrong direction (Left to Right or Bottom to Top instead of Top to Bottom)? If that's the case, it's the UV coords. If you unwrap, then rotate, the texture rotates with you -- that's a feature.

Re-"unwrap" the rotated tile, or manually rotate the uv-coords (both in blender.) For rotate, you can just start spinning then type "90" to make sure it's exact. If it's 180 degrees the wrong way, on Unity you can change that material offset to -1.

Or do you mean the tile is invisible unless you look at it from behind. Then it's just flipped normals, telling you the back is really the front.

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avatar image Bunny83 · Mar 17, 2012 at 02:40 PM 0
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+1

btw: Backface culling is deter$$anonymous$$ed by the triangles winding order. The commonly used term "normal" or to be more precise "face-normal" refers actually to the winding-order. The vertex normal is something completely different.

It depends on the modelling tool you're using to find the correct function to flip the winding order. I'm not an artist so i can give advice for certain programs ;)

avatar image Owen-Reynolds · Mar 17, 2012 at 11:04 PM 0
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Sure, if you're building your own mesh in Unity you have to think about winding for the tri array.

But most modellers can get by only deciding if the auto-computed "face normals" should point up or down. Everything else can be considered an auto-computed detail. We're talking about people who use the term "edge support" as if it meant something.

avatar image SirMacJefferson · Mar 18, 2012 at 05:58 AM 0
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Thanks, rotating it by 90 degrees in the UV editor worked wonders! If you're reading this and speaking of 'invisible faces', do you know of a way to make a single face visible from both sides?

avatar image Owen-Reynolds · Mar 18, 2012 at 03:05 PM 0
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Search here for "backface culling." $$anonymous$$ost shaders have it set the "obvious" way (billboard shaders don't, but solid shaders do.) They explain how you can get the shader, and copy it with culling turned on/off.

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Answer by Hybris · Mar 17, 2012 at 11:02 AM

NOOOOOOORRRRRRRMMMMMAAAAAALLLLLSSSS!

So normals... They are really ** annoying. In blender go into textured mode to see the normals if they are not right go into edit mode and select everything and press CTRL+N this will recalculate the normals. If you keep problems with annoying parts select the parts and press CTRL+N or if that doesnt work you will need to flip them go to:

Mesh >> Normals >> Flip normals

Or check the doubles.. W >> Remove doubles. Srry if I over-explained...(if thats even a word or you alrdy did this).

Good luck they are really annoying

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