Boofy opened this issue on Mar 17, 2008 · 9 posts
kuroyume0161 posted Tue, 18 March 2008 at 2:04 AM
3D polygonal objects are made up of polygons (flat, bounded planar surfaces). The bounds of each polygon are defined by points. If you go to Document Display Style and set the display to Hidden Line you see that the object is made up of a patchwork of squares and triangles. These are polygons. The corners of each are defined by points in space.
Now, you should think of a polygonal object as a paper-thin surface which is covered by or defined by these polygons.
Normals are direction vectors that determine which side of a polygon is 'visible' when rendered. Think of a piece of paper where one side has writing and the other doesn't. You want to see the side with the writing, right? Well, in 3D, the side with writing is determined by the order of the points that make up the polygon. If they go one way, the writing is on one side. If they go the other, the writing is on the other side. Some 3D applications consider both sides of the paper as having writing while others, like Poser, need to know which side.
In order to verify that all of the polygons are showing the writing on the same side that would properly be rendered, you need to have some way to show and edit the polygon's normals. UV Mapper can do this as well as other 3D applications. In whatever application you modeled the clothing, you'll need to learn how to show the normals and fix them to be pointing 'outward' so that the surface all has writing on the outside instead of having some on the inside.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone