This question has probably been asked thousands of times, however when I try to research it here, I get more on Normal Maps than Mesh Normals.
Anyway, the situation. I have a blend model file that I have downloaded that was textured using nodes in cycles. I’m taking that model back to Blender Render and applying the diffuse texture created (Not a problem).
However when I display the Mesh Normals on the 15000 faces, I’ve got mesh normals pointed inwards and other normals pointed outwards. Doing a Recalculate on the normals only fix some, but there are still thousands pointed inward and I need them pointed out. Going to the select Menu and using the Select Inward faces does not light any of the faces up so I can flip them.
The question. Without going through and selecting groups of individual faces, is there any way of identifying the inward faces so I can flip them in one or two shots?
As a side, once I get these flipped, how do I assigned them as pointing correctly so that if I do a recalc Normals they don’t flip inwards again?
EDIT: I guess I should point out that this model is already rigged and weight painted and I don’t want to disturb that.