Hello! I'm working between zBrush and Maya, and when I deform my mesh pretty heavily in zBrush, my inside faces rarely move with the outside ones, so I'm left with black faces sticking through my geometry. I lost my lower subdivision levels, so my mesh is very hi-res, making manual selection nearly impossible. Is there a way to select only my inside faces? Backface culling does a great job of what I want for an end product, but the geometry still shows in render, even if double-sided is off. Is there an option in "Use Constraints" or something similar that I'm missing? What is the best way to delete or hide inside faces for rendering?
Any help is greatly appreciated.
Hello! I'm working between zBrush and Maya, and when I deform my mesh pretty heavily in zBrush, my inside faces rarely move with the outside ones, so I'm left with black faces sticking through my geometry. I lost my lower subdivision levels, so my mesh is very hi-res, making manual selection nearly impossible. Is there a way to select only my inside faces? Backface culling does a great job of what I want for an end product, but the geometry still shows in render, even if double-sided is off. Is there an option in "Use Constraints" or something similar that I'm missing? What is the best way to delete or hide inside faces for rendering?
Any help is greatly appreciated.
Hi!
If you have thickness than the normals are (usually) not inverted, there are just faces on the other side, like for every closed object.
There is no automatic way to delete the faces you don't want, you have to do this manual.
Selecting the faces from UV Editor with a proper UV map should be the fastest option.
Hi!
If you have thickness than the normals are (usually) not inverted, there are just faces on the other side, like for every closed object.
There is no automatic way to delete the faces you don't want, you have to do this manual.
Selecting the faces from UV Editor with a proper UV map should be the fastest option.
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