When I do “calculate new normals outside” the teeth is still strange and I dont know why? Somehow blender likes to invert the normals on some sides of the teeths to be inside and I know that I can flip normals but even if the normals are outside the shadows and lightning is still very strange. Can someone help me out with this problem?
And one modelling problem is the extrude thing. When I select all vertexes it wont extrude everything it just grab the skull and leave a duplicate of the outside vertexes on the same place.
It might be that some of the individual faces are not flat. In other words a face between three points like in a triangle will always be flat, but on a quad (or square) if one of the vertices is not in the same plain as the other three, it will give you those weird shadows like the normals are not right.
I don’t understand the extrude question.
well I wanted the teeth to point a lil bit inside of the mouth so I rotated it (that may be the problem).
well try the extrude thing yourself and you will understand, select all vertexes (faces) or whatever and extrude it. you will see that you just grab the skull.
If your normals actually get flipped, then that may be because of non-manifold geometry, which is an edge connecting to three faces; it can only generate normals from two faces, so it has to pick two and chances are those aren’t the right ones. So see if there are faces that are ‘inside’ of your model.
Thx for the info. The only “inside” faces was the upper teeth and I deleted it and the edges got only 2 faces to handle it. It definitly got better but blender covers the most of the teeth anyway with shadows if the light only can reach half of the faces of the teeths.
And the extrude question is not important but now I know how I got the problem. When I select all vertexes except the jaw and extrude it only grabs the skull and leaves a duplicate of the outside vertexes, strange but when I select everything and extrude it extrudes like normal. Try it and tell me why
I solve the shadow thingy by rotating the teeths to point straight down and now it works better. But you can still try to tell me why if you like
And I picked ray tracing now so it is not so blocky.