Face orientation blue, and normals facing out, but messed up in material view

Edit: I found the ridiculously simple solution. Explained in replies

Hi, I’ve oriented my dragon’s faces as you can see here:

In edit mode, you can see that the normals are correct also:

However I’ve noticed now when going into material view, I see this:

Is my model a lost cause, or is there a way to save this?

THE FIX:
So if anyone else does the same method I did which was remeshing/topologizing in Maya (because I had maya and doing so wouldn’t limit to only personal use constraints via the addon trial used in this tutorial), after exporting the obj from Maya and re-importing it back into blender, Maya had attached it’s own material which I overlooked whilst focusing solely on the normals.

Solution? Remove the material that Maya added in Blender and just add a fresh one

Glad you sorted that out. Was impossible to detect when going off into other software. :grin:

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