I was following the simple wikibooks tutorial on Blender and I see a strange artifact that is not explained in the tutorial.
The hat in the attached picture was created by spinning a modified circle.
Another strange thing is, when exported to DirectX, the bands between the black lines are culled by the default DirectX Sample Viewer. Is it possible that the faces in those bands are being drawn backwards? It renders fine in the Blender renderer.
Any ideas on what I am doing wrong?
-Andrew
EDIT: Turning off “Double Sided” made the bands go entirely black. It seems that it’s just something I don’t understand about the result. Anyone have time for a quick explanation? :ba:
Excellent. Thanks everyone for the quick and informative replies! The simple hat is now without the decorative bands.
There seems to be one additional problem. DirectX doesn’t like double-sided meshes, so I have to export it with that option off. However, when I make the hat single-sided, it only leaves the downward/inward facing normals (so Dx thinks they are all backwards).
Is there a way to choose a side when toggling double-sided off? Or can I recalculate the normals again but specify them to be opposite the current ones?
In the edit buttons window, there should be a flip normals button that will do this.
You can also access this with W->flip normals in edit mode.
also in the edit buttons window, while in edit mode, you can activate the “draw normals” option so that you can visually check where your normals are pointing.