Hi, folks, new poster here; new to Blender too.
I have a mesh that I need to mirror: I tried by changing y scaling to -1, and I tried using the mirror functions in Edit mode. In both cases I get my mirrored mesh, allright; but apparently with the clockwiseness of the polys reversed. Rendering puts light and shadow in the wrong places; and in OpenGL I see only the polys I wasn’t supposed to (front face culling)…
The original mesh is the one on the right; the mirrored one is on the left
Been searching the help files and the net and can’t find the answer. I also tried Ctrl-N in Edit mode; but I think that only fixes the normals, not the clockwise order of the vertexes…
To mirror your object, first make a duplicate of your object and hit escape. Then hit ctrl+m to mirror your object and select whichever axis you need to mirror your object on.
I followed your instructions to a T, but got the same result as before:
The mirrored mesh on the left side has the visibility of the faces reversed…^^
EDIT:
Could it have something to do with the fact that I’m saving the mirrored mesh as it’s own .blend file? What you see in the pic is 3 separate files put together in the game. The central tunnel is one file; the side-chunk to the right is another, and the mirrored side chunk on the left is the third.
In the gameengine only UVMapped textures show. However, they only show on faces whose Normals face the camera. Select the Duplicate and in edit mode do Ctrl-A. If that don’t work you’ll need to select the offending faces (F in object mode takes you to UVFace mode which is good for this) and flip them manually with W >> Flip Normals.
There has to be a way. People other than me do use mirroring, I suppose?
By the way, what IS Ctrl-A? I couldn’t find it in any of the menus. Do I need to be selecting faces or vertices or segments? Please don’t skip details; I’m very, very new to Blender, about 3 days. TIA.
And also, this problem is showing up in OpenGL. In Blender it looks semi-okay: The lighting is wrong, but the culling sense is ok. But I need it to work in OGL. Technically, what the problem is is obvious to me: The positions of the vertexes have been mirrored along the y dimension, but the order of the vertexes in the file is the same, so the clockwise facets became counter-clockwise, and viceversa. But there must be a way to fix it, since I’m sure a lot of people need to mirror meshes and have them work in OGL…