each and every single textured model exported from RC has inverted normals, which makes it painful to use 3rd party 3D applications to fine touch the texture.
Workaround is to recompute normals with, e.g., meshlab, but this is annoying and time consuming, and would be unnecessary if normals where correct in the first place.
Please FIX the normals on saving to OBJ, or at least add a GUI switch to do it at will
unfortunately it does not show on any screenshot, it’s just the external 3D paint programs who react very badly if I don’t get the normals properly defined.
To verify you can try the following:
export from RC a textured object in OBJ format.
Open it with meshlab
select Filters –> Normals, Curvatures and Orientations –> Compute Vertex Normals and accept the default parameters
now you can save the file from meshlab and check what’s different compared to the OBJ exported from RC
I don’t use FBX, therefore I don’t know if they have the same issue
please post a screenshot of the difference between obj recomputed and exported from RC. I followed your steps but still do not understand what you mean exactly. Thank you
as I said, unfortunately, normals_ are not something you can see from a screenshot_. They simply do not show, they are used by renderers to cast shadows and reflections, but do not show up
yes, there are effects but they are not visual, and cannot be captured by a screenshot. What happens is the following, I save the textured object and open it in a 3rd party 3D modeler to fine touch the texture. Specifically I use 3D Coat.
When I import the RC generated model into 3D Coat to paint on the texture, the 3D Coat brushes do not work. They paint only certain spots and not others. Apparently they make use of the normals to decide on what side of the faces to paint.
As a matter of facts, if I process the RC generated mesh with meshlab, as I described, then 3D Coat paint brushes do work fine as usual. My conclusion is that the original normals are inverted or anyhow misdefined.
hmmm… I haven’t tried just saving. I’ll test this tomorrow and let you guys know. However I remember that I tried to recompute face normals (with Meshlab) instead of vertex, and that didtn’t help.
There are no other influences because between “model NOK” and “model OK” I only do two things to the model: recompute vertex normals and save.
the inverted orientation of normals can be caused by the different standard for each software. Not all of the software have the same orientation of normal therefore there could be a mismatch when importing from RC to another software.
normals orientations can be a problem if the object is a plane, since the SW may not know which side is the front. In case of a closed mesh the normals should always go from the vertex to the outside.
But anyway the best way to overcome these issues is, like I suggested in the OP, to add a switch to revert the standard orientation when saving.