Can change the global lighting on my character when modeling?

I will try to attach a partial screenshot of this, but I want to change the contrast in my default lighting while doing basic modeling. I am working on a tutorial and the image from my workspace has deeper shadows than what I see on the tutorial video. On the video it is easy to see edges and vertices in the shadowed areas whereas on my Blender I cannot see into the shadowed areas at all. I know I can go into transparent mode but i want to be able to make adjustments in the solid mode with a smoothed mesh. All my lights have been deleted, as done in the tutorial…so I need to know if there is some way to lessen the contrast so that I can see into the shadowed areas.

I hope I can get my attachment to show.

Thanks for any help with this topic.

Attachments


Are you sure you don’t have your normals reversed?

Thanks for that reference to the system. I just rotated the direction and it gave me just what i wanted. Thank you Cyaoeu!!

By the way how do I download your addon? I clicked on it and it opened up a script in another page but did not download anything. Sorry you are talking to a noob here.

Moved from “General Forums > Blender and CG Discussions” to “Support > Modeling”

It’s not my addon, but you can download the .py file (right click and save as), place it somewhere, then in Blender go to user preferences, add-ons and then click install from file and choose the .py file you downloaded. After that you can search for “light” and you should see “3D View: OpenGL lights”. Tick the checkmark (and save settings), then in the 3d view you can open the n-panel and at the bottom you will have a new thing called “OpenGL lights”. Open that and click the dropdown, you will see a bunch of presets, click one and the opengl lights will update.

And still I think Gspin (post #2) is right - the normals on that mesh seem to be flipped. In other words: Your mesh appears to be turned inside out, hence it reacts strangely to incoming light.

Tab into Edit mode, hit A to select all and then Ctrl-N to recalculate the normals.

Thanks guys…or guys and gals. I appreciate the feedback. I ended up messing up the mesh in the process of finishing the tutorial so I am starting over. Actually going faster the second time. I didn’t know how to separate parts of a single object into two objects…I read that I should use the knife to do it but as there was really no attaching geometry to the parts of the single object the knife was not cutting into anything. So I have to figure that out also.

As far as the normals I believe you both are correct. The guy doing the tutorial starts out using a single plane mesh. The fist thing he does is rotate on the x axis to a minus 90 degrees (-90). That is what I did. So I am not sure that he was wrong or that I hit something that flipped the normals by accident. I am doing the tutorial over and this time I rotated it to a positive 90 degrees. That seems to spread the light out on the surface without such a high contrast to the darks. The tutorial is one from a guy on your tube named Darrin Lile. He seems knowledgeable about Blender. Maybe there was something in the comments below that refer to this…I don’t usually read the comments.

I have learned a lot from the feedback you folks have given me. Thank you very much.

To separate part of a mesh, select the faces/vertices you want to separate, press P and click “Selection”.
That will move the selected geometry to a separate object.

Thanks Gspin…will put that in my tool quiver. I appreciate that. How come I couldn’t find a solution that simple when I googled it? Love this forum.