Your object in Second Life looks like its surface is gone wrong. It looks hollow and when moving around the object it always looks like the surface is on the wrong side.
Also when you enter “Solid Mode” in blender, then you will see your object rendered in black in Blender.
Your object has got its normals pointing in the wrong direction. This can happen when you mirrored your object along one axis or along all 3 axes. In that case all normals get flipped and thus you actually see (or better not see) the backside of the object surface. In fact your object is not textured at all on the outside. Instead of this it istextured on the inside. And since the backside of a face is never rendered at all, you get this weird visual effect, as if your object was “collapsed into itself”.
In Second Life you can go to the object editor and checkmark the “Inside-Out” option. This will flip the faces and your problem is gone. But you may want to fix this issue where it happens. So here is how to do that:
A word of warning: People have reported that you simply have to “flip the normals”. But this is NOT sufficient to fix the issue. This does not help at all because the sculptie baker does not take the normal data into account at all. What you will need to do instead is this:
- go to edit mode
- select all vertices
- go to the uv editor
- again select all vertices
- now mirror the UV map along the x-axis: You can use “m” – “x” (“m” for Mirror and “x” for along the x-axis)
- Rebake your sculptie
- technically the problem is fixed by now, but the object still looks black. Although it won’t be of any concern you should fix that for consistency:
- in edit mode: Mesh -> Normals -> Flip
- Note: It seems as if nothing happened. This is most probably a bug in blender. It simply does not update the 3D view correctly after the flipping.
- Force a 3D repaint by hitting the tab-key twice (go to object mode and return to edit mode) and the the problem shold be fixed.
Posted in: Sculpted Prims