I’m trying to make manual retopology, but I’m having some difficulties when I reach “the other side” of the object, because I can see through it and it becomes such a mess.
I set in front in viewport display because I can work more easily with the shrinkwrap modifier and face snapping, but this causes me this issue and I was wondering if there was an option for handling this. I have backface culling enabled but doesn’t seem to help much.
Yes, face normals are right. The “issue” here is that, having the option in front checked shows the entire object in front of the viewport. I’d like to have a way to hide the parts behind the main object (which is the Orc), but keep showing in front the faces that are visible from the viewport.