Giving $20 to anyone (Paypal) who can help me FIX something. I want all the normals to be the same

Does anyone know how to make all normals of an item the exact same? I
imported this into roblox and the arms and shoes are obviously not the same normal. the normals arent inverse and everything is blue when in face orientation in blender (indicating all the faces are outside and not inside), but when importing it, the arms and shoes are not facing the same direction as the torso, and I’m not even sure which angle/rotation the torso is facing. i want all of it to be the same with no disruptions. First image is with the green image as the normal map when using “surfaceappearance” modifier on roblox, and second image is using the purple image, which obviously reverses it. I really like the torso and pants as they are, and even behind it it is perfect. but the arms are just at random directions.


I am asking blender for help because this is a blender issue and not a roblox issue, which i want to clarify.

If needed, i can even give the blender file for you to check things out. I will give the $20 IF the answer works. I am really desparate hence why I would even want to give out money for an easy answer to advanced blender users (even tho the money isnt that much haha)


Back of it (using green image, which is the very first pic showing the front of it)

Welcome :tada:

This may be an XY problem… i can’t even imagine why you are trying an all the same data (represented by color coding) texture for all normals or why you want all normals point to “the same” (meaning pointing all in th eexact same direction) at all ?? (If you really want this maybe Edit Mode → Mesh → Normals → Point to Targte with a ver very afar target ???)

Maybe you mean simply the Edit Mode → Mesh → Normals → Recalculate Inside/Outside ?

hey man! Thank you for the reply, i appreciate it. Unfortunately for the past 25 minutes after seeing your reply ive been trying to do a bunch of combinations of what you said with normals>point to target with like 100000000 distance in the three angles, (such as X and Z, X and Y, Y and Z, etc.) and while it does change the appearance, it still doesnt work


:sob:

For context on why I am doing this, I want all the normals to look the same to achieve a “cartoony” effect. the outfit is from an anime and hence why i wanted to achieve such an effect with the texture having the shading already on it and the natural light of the game inside “roblox” not affecting the shading. I tried data transfer on a normal face and it works for items on roblox, but for outfits (shirts, pants, etc), the only way to make them have the impression they’re glowing (all one face) is to use a surfaceappearance modifier which is essentially a physically based rendering (PBR) thing.

I realize that no one here will have the knowledge of roblox, but i can 100% say for a fact its more of a blender problem than roblox itself, hence why I didnt hesitate to post this thread as well.

Usually a cartoon like shading effect is done… by the shader… which may simply ignore any normals…

So you may have look at some posts here on BA: cartoon shader ??

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unfortunately roblox doesnt allow shaders, but i actually found out a good way to view the problem itself rather than the ingame screenshot.


all i did was go in shader to use the light green image as the normal map texture and go to viewport shading. this is exactly what i see in the game, and i can adjust it here, but still not sure how to make all the faces the same data. if anyone wants the file let me know and i can give the .blend file.

So if you do want a cartoony style in roblox and roblox does not provide some shader customization then i do not know how you want to get there, because the “look” of this depends on the camera angle: Example using Normal Edit modifier with target from afront and Parallel Normals and looking thsi also from behind even if there is a light from the back too: