texture on the inside of a object

ok I have imported a mesh into second life and when I wear it if I look at any of the gaps I can see completely thru the back side if it and see to the outside world around me. I want to be able to texture the inside of the jacket so that its not transparent when you look between the layers. on other projects I just used the solidify modifier but on this jacket it wont work because it makes there appear to be 2 zippers down the front instead of one. someone from the blender avastar plugin group in second life told me to do this operation…Eleanora Newell: the easiest way to do that inner surface is after you have uvmapped, skinned and weighted your mesh
Eleanora Newell: then select the faces for which you need inner surface and do a shift d to duplicate, enter to stamp in place, the faces will be selected, invert the faces, they will now be under your front facing uvs and when you texture, those face will take the same texture as the ones on top of them…

it just left me a little confused so I select the uv grid for the area I want to have texture on the inside or do I have to select it on the jacket? and then she says to invert it and hit enter to stamp it into place. I am newer to blender only about 9 months or so and a lot of terminology is way over my head. does anyone know of a tutorial on this operation?

if not is there any one here that can explain to me step by step how to achieve what I am after? I have attatched a couple pictures so you can see what I mean. I made the avatars body mesh transparent so its easier to see the inside of the jacket


there is some space between the body and the hoody layer and some space between the hoodie layer and the leather jacket layer where you can see completely out the other side that is what I am trying to remedy

any help anyone can give me would really be appreciated

Attachments


is there mesh there if you go into edit mode?

By all the 3d magic and Defaults every face has 2 sides: Front and Back. Then, some 3d Scrooges decided that they have to pay less electricity bill if they do not sow Backsides on the screen. As we all know Backsides are important nevertheless; your example is a perfect example to show this.

What Eleanora Newell (could it be she’s somehow related to Rigbies? whoever she is…) suggests is to effectively sew inside of your guys jacket so that general public don’t see Backsides anymore.

Well. If you have plane in edit mode you could see what she did mean: on so called N panel there is a Mesh Display section; if you click on little cube icon there face Normals will be shown as a faint blue lines coming from face center perpendicular to the face. Front is where this blue line tends to go.

Shift-D duplicates whatever happens to be selected - if that was a face another face having it’s Front and Back will be created. Here trick is to look at Toolshelf (Pane you call up with a T key) and find Shading and UVs (only Edit mode shows this tab). If you click Flip Direction while you have duplicated in previous steps face still selected, blue line (face Normal ) will be flipped showing Front to the potential observer of your model and there wont be background showing through anymore.

This trick doubles faces in your model so you have to decide which part of the jacket needs to be ‘doubled’.
Automerge Vertices option easily would destroy such double faced effect - be warned.

ok I went ahead and did it the way you said but then I find the area that I duplicated and flipped is much darker then the inside of the jacket now did I some how miss a step or do something wrong? the inside looks great but the outside looks like the inside should the same texture but darker included is a pic


Blender might not like this cheat, it is known to suffer from so called “Z-fighting” - faces are close and math behind the process can not decide which face it needs to show. Since Ms. Eleanora Newell recommends this to deal with “insides” in Second Life i assume there are no such problems.
Usual “blender’s” way would be to add a Solidify modifier; this however doubles all the faces on the object.
Have you tried to export jacket and see how it looks in SL?

Edit: Someover @ SL recommend size smaller inside mesh.

well there you see what the issue is, as i said he does not have a shirt. there is no mesh there at all… what did you expect to see? in best case scenario you would still just see the inside of the jacket.

It all started because of 2 zippers, yes?
Zippers have 2 sides, afaik, textured or modeled, what was wrong with that and Solidify initially?

@finalbarrage: “I made the avatars body mesh transparent so its easier to see the inside of the jacket”, post #1.

ahh ok never mind then.

just select those faces in edit mode, at the bottom on the left click on mesh and go to normals and then flip normals. If that doesnt work I don’t know it either.

that’s not true. because this is a game blender will only preview the faces from the side were the normals of these faces are pointed to. If you have a box and you are inside it in the bge you will see noting. But from that shirt faces he just has to flip the normals.

when I did the solidify it made there be double sippers and zipper handles and they weren’t exactly lined up so it made them all deformed looking. I have a question am I supposed to save the piece I duplicated as a layer and then join it to the jacket or what? I followed your directions the first time then I tried again but I moved the duplicated section up out of the way so I could see it clearly was the only thing changed and then dropped it back down into place but I could never get it lined up exactly right so the back side didn’t show thru. I am assuming I am missing a step or there is something else I need to do one last question when I see my mesh in blender it does have a texture on the inside of the jacket showing is it possible I am saving it wrong is why when its uploaded it shows up transparent ?

“am I supposed to save the piece I duplicated as a layer and then join it to the jacket” - no, you are duplicating faces in edit mode; as soon as you have Shift-D on selected faces go to T-panel, Shading and Flip Normals. Exit edit mode and you would have 2-sided mesh.
Here is a difference, top/bottom views. Duplicated mesh is still in edit mode and Normals visible. On top instead of 4 verts there are 8 selected - twice as much as for simple plane.



While in edit mode and duplicated faces selected you could try Alt-S 0.05 to slightly move apart faces.
If you had duplicated faces which already were textured new faces would have the same texture.

Normal flipping is what makes inside visible.

Thanks a million I will try that and see what happens . the last thing I was wondering is why it shows a texture on the inside in blender if its going to be invisible once imported to a game? its kind of confusing I assumed I would see exactly what I see in blender once imported. like I said I am newer to all this and don’t know a lot of the technical stuff I am kind of fumbling my way thru figuring it all out with help from a tutorial video here and there

Complicated answer: Blender is not always WYSIWYG ;).