I have setup a cubic room and viewing it in viewport solid shader mode, shown with backface orientation in red:
Using backface culling from the viewport shading properties, I can see the interior, navigating around the room, like this:
I also wish to see the mesh, each apparent face of the room, is divided in a way that will serve for UV editing and want to view it during development of the model, like this:
I do not want the wireframe of the culled faces showing.
Is it possible?
I have set culling in all possible ways, by shader properties, by object properties and by material properties, all with the same result.
Is there a way for what I want?
PS: it has to be an easy way so I can orbit and see from all angles, I don’t want to hide faces or manipulate object parts just to navigate. Looking for a viewing solution compatible with culling, not object/face manipulations.