inverted normals

Hi

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

thanks

Massimo