Need help with Single Sided Meshes for Game Development

Hi, I’m using Blender 2.63 and would like to create a mesh object that has only single sides. I want to use that mesh in a game engine.

I searched this site for older posts related to my question and found some that stated I needed to revere the normals on my mesh and that would do the trick. I tried that, but I think I may be missing a step or two. I reverses my normals, but nothing happened. I can still see all the faces.

Can someone assist me with the proper way to produce a mesh with only single sides. I wan to be able to look in from above and see through my ceilings.

So, if we used the Cube as an example, I want to be able to look into the Cube and see in. However, if I put the camera inside the Cube I don’t want to see out. Hence single sided faces from inside the mesh.

Thank you for your help,
Calixto

  1. you are in the wrong topic.

  2. i dont know how to do that with a cube, but i can tell u a work around.

  • Add a cube, tab, select top face, hit del, remove face. Now u got a cube with no roof.
  • Add a plane, hit R, hit x, type 180. plane rotated upside down.
  • Place the plane above the cube.

Now u can see trough the plane into the cube, but u cant look to the outside from inside the cube.

Add textures to it or Select both objects press ctrl+j to make them into 1 mesh(or keep them seperated).

In Blender 2.64 you can use back face culling if you are using GLSL in your viewport, not sure if it was available earlier.

In your 3D viewport, tap N to fold out your side panel. Scroll down to display. Select “Shading: GLSL”, check “Textured Solids” and “Backface culling”

Then you will see through backsides of faces, as in the example below.


Hi All, with the informaiton you both provided, I was able to do a little more research and found the solution. I’ll post it below in case anyone else need it.

I used Blender 2.63 for this test.

  1. Add a Cube to your scene.
  2. Go into ‘Edit Mode’.
  3. Hit the N-Key to get the side menu.
  4. Make sure “Faces” is checked under “Mesh Display.”
  5. Under “Display” - “Shading:” make sure “Textured Solid” is checked.
  6. Click CTRL-N to flip all the normals.
  7. In the “Mesh Tools” menu on the left of the application, make sure “Inside” is checked under “Make Normals Consistent:” option.

That’s it, instant see-through.

Thanks for all your help. I’m new to the forum and was glad to see the quick help provided.

Thanks again!
Calixto