Blender make face visible both sides. Add a new texture and change its type to Image or Movie.

That will flatten out the face and most probably solve the shading issue. Change to edit mode, select all faces (Ctrl+A) and hit Ctrl+N to invert the normals, that should do the job. 0 to 0. using a Mirror Modifier to keep both sides exactly the same. Solution: I can animate it by hiding the a wall whenever I need to. This new setup works great for the cube - on every side - but you can see pretty plainly that the cylinder, strangely, has problems. Sep 21, 2020 · To better preview what your mesh is going to look like in Unity, you can turn on Backface Culling in Blender. 93) May 14, 2014 · With that said, there are ways to allow both sides to be seen in UE4 but you are essentially doubling the polygon output of your model. Each normal will be an interpolation between its original value and the direction to the target. The Width type is measured from a new vertex to the center of the new face (as half the Width). Find Face orientation then check it. You'll find plenty if you google for it. Step 1 Enable Bool Tool: Step 2: I have a Cube that i have intersected with a plane. Leave this for the last stage of modelling, because overlapping vertices are not edit-friendly. Then press U -->Unwrap. Blender. The average weight of the unselected vertices is \((1 + 0) / 2 = 0. fbx and see if that worked Jun 27, 2020 · The reason for this is that the Solidify modifier simulates the existence of both an outer shell facing and an inner shell facing, which includes the simulated behavior of face normals. Here, ensure the entire mesh is selected ( Select » All or press A) and from the Jun 9, 2020 · Set your selection mode to face select (mode toggle is in the upper left hand corner of the 3D viewport). Snap the 3D Cursor to one of the vertices ( I have choosen vertex (a) in the image below): Select Vertex (c) and snap it to vertex (b) R 60. With the latest version of NifSkope, the "Draw Mode" property will be set to "DRAW_BOTH" and if not, you need to change it to that selection. UVs, vertex colors, vertex weights. Edit. If you can't disable Face Culling, then you could possible do some crazy black magic where you dot() a view normal against the polygon normal and, depending on the result, switch the wind order with glFrontFace(). youtube. The Backface culling setting is located in 3D view > Properties panel > Display: In 2. kat0r. Jun 6, 2011 · Blender Artists is an online creative forum that is dedicated to the growth and education of the 3D software Blender. com/esmilesvfxmain channel: https://www. Make sure the second material is assigned to the object and it shows the texture you want. It’s kinda like capturing the room from the outside (outside the walls) so I just see something like a box. You need to turn off backface culling in your shader. There are no settings in Blender you can turn on or off to control how it is displayed in a game engine. Jul 5, 2020 · Easy! First Go into your blender file. I’m doing the donut tutorial of Blender Guru and I’m on the sprinkles bit. (I checked this on Blender 2. Double-sided planes are often used in computer Jul 23, 2017 · 1. 64 but the back of the poly should be visible in solid mode Apr 29, 2015 · That command may have been there in the release of blender that the text was written to, but it doesn't appear in my 2. Feb 29, 2012 · That’s why they seem invisible in the front view and are visible from the side, as the faces are not exactly perpendicular to the front view. Nov 8, 2009 · You can always flip the normals. Jul 4, 2023 · 1. Step 3: Select the Plane first, hold down Shift key then Select the Cube. go into face selection mode. See this gif. CommentedNov 22, 2020 at 15:03. Select the inside faces of the vase. select the invisible face. That way, for each face you have a frontside and a backside. TL;DR: Select all and press Shift N to Recalculate Normals ( Ctrl N in 2. B) Change the model to include the inside (faces looking inwards) in your modelling tool. See the documention on two-sided texturing: Texturing Material Functions in Unreal Engine | Unreal Engine 5. Note that simply disabling Backface Culling won’t help if one (or both) of the last two options are true as That would be rendering backfaces. Watch the video! Figure 1: Basic emission shader renders light output from both sides. $\begingroup$. Two gifs below. Missing normals are visible again. By default Blender 2. 001. The new system is great for aligning background images, but otherwise it’s missing features that 2. It will either be invisible or render incorrectly. 8+ renders meshes double-sided ( two-sided) by duplicating surfaces to create an ‘inside’ and ‘outside’. Node --> Attach Property --> NiStencilProperty. Feb 18, 2014 · This may be in the wrong forum, but here goes. May 2, 2017 · Thank you, Waqas. Add a comment. The only way I can think of to add coal would be to use the inflate tool (after I subdivide the face 200 times so it can be smooth. A common way in blender is to use the Solidify Modifier or duplicate the mesh and invert the We would like to show you a description here but the site won’t allow us. The backface culling option was added in 2. But I don’t want to observe and animate the “hide” button. Oct 19, 2022 · Blender Insert Face equally from all sides | How do I Inset a face equally ?To inset a face equally from all sides in Blender, you can use the Inset Faces to May 30, 2020 · I'm new to blender and have been struggling having the bones only move the part of the mesh they're attached too while in Pose mode, and not having it duplicated on the mirrored side. But because the textures got alpha channel, the faces are visible when viewed from both sides, which results in Z-fighting artifacts. Symmetrize works by cutting the mesh at the pivot point of the object, and mirroring over the geometry in the specified axis, and merges the two halves together (if they are connected). An easy fix is to select that face (or all vertices making up that face), click S for size, then X for the X axis in your case and 0. If you are concerned about n-gons, you may need to manually edit this mesh and create your own quad-faces by selecting 4 vertices at a time, and pressing F to fill. Delete the duplicated object Drum. Or, you could make the material inside the material editor 2 sided. Aug 30, 2013 · 2. Unity Discussions – 14 Dec 11 texture maps render on one side only. 1 day ago · A difference from Offset is visible when the unbeveled edges attached to beveled edges meet at an angle besides a right angle. I Oct 27, 2010 · By default it’s set to 1 side. The modifier can merge the middle vertices. Press Z to cut through. The middle edge loop has been selected and it will be used for blending the left side to the right side of the area. Apr 16, 2018 · 1. That mean your mesh renderer doesn't have the sufficent AMOUNT of materials in it. Aug 12, 2019 · 2. 1 Documentation Oct 18, 2003 · Make face A and add a material and texture. The normal directions are reversed from what was specified above. Then in Unity you will need also a separate shader for it, vegetation two pases unlit works very well for me. Is this it possible? There visible from both sides in blender but not when imported to unity? Jun 13, 2013 · Regarding one-sided visibility: backface culling is in effect. Then Bridge Edge loops on the two open loops A) Use a shader which renders the back side of the faces too. weight-painting. Now the angle at vertex (a) has exactly 60°. A common issue that crops up modelling with Blender 3D or developing content for games, is how to make a mesh double-sided whilst using different materials on the each face. Thanks a lot for your different solutions, I confirmed that both worked! – gogogogogo. It gets really messy when you have all background image outlines visible from any view. Below the materials, you will find assign Dec 12, 2012 · All planes, in unity and blender, are made with a single sided face and the face that paints the texture is referenced as a “Normal”. To make matters worse, when in solid mode, the marquee selects partially contained polys, but when in X-ray you have to drag through the face center Jul 9, 2018 · $\begingroup$ Your texture is on both sides, it's just your World background that makes a very intense light and burns your texture, if you add a lamp and delete your World you can see it normally (don't know what is this World setting though) $\endgroup$ – Dec 25, 2015 · I imported an object I made in blender to unity. 5x Double Sided was moved to Mesh Properties under Normals. 57 If there are parts of your model that have visible backfaces, that's usually a problem. Offline / Send Message. However, if I make a rectangle (as shown on the picture) the bevel is longer on the longest face and almost non-existent on the shorter face. For walls, you should add thickness as has been said. This difficulty sets the stage for a deeper dive into facial texturing and shading expertise. 59, the back of each plane shows the same image just mirrored, as if it was a transparency slide or an x-ray. This selection depends on the currently selected Selection Modes; In vertex and edge selection mode it selects all vertices or edges that do not form part of a face. Jul 30, 2019 · To make matters worse, when in solid mode, the marquee selects partially contained polys, but when in X-ray you have to drag through the face center to select it, which makes selecting both sides around curved surfaces a major pain. It should be the default option. Change selection mode to Edge and select an edge that connects both side of the cylinder. Then go to the Texture header. Backface culling can also cause this. This is the only other question I found pertaining to the issue and its resolution did not work for me. it says to go to the texture face panel and press two sided I already did That would only make the active face two-sided (as seen in your example). g. Jan 13, 2023 · A: Create a new face on the model, where the normal faces the other way. Next, go to edit mode and select all the faces by pressing shift and selecting all the faces. Interior Faces. I want to limit visibility to certain axis like the old Blender, so that NOTHING is visible in any other view. Set the normals for one to face OUT, and the other to face IN. Make sure you recalculate the normals (Shift-N in Edit mode) when you've done it though because it's possible to extrude a plane 'in the wrong direction' so that all the face normals are pointing the wrong way! – John Eason. By the way, there is a part of the node setup that I omitted from the screenshot that isn't really relevant here - it checks the Z value of the geometry surface and subs in the default vectors for the texture Apr 16, 2013 · It was replaced with the side property of Material. In Edit Mode select a face (using a face selection [ Ctrl + Tab -->Face ]) you want a texture to be projected on. using Mesh/Cleanup/Limited Dissolve. Create an arbitrary triangle: Enable vertex Snap mode. (shows up great in UI, looks crap when rendering) I can’t upload the blend Aug 9, 2017 · Hi. If you do need a face to be visible from both sides in Unity, you can duplicate that face in Blender, and flip the normals (the direction the face is pointing) by pressing ALT + N, then F. Posts: 204. Posts: 585. hit ctrl + N and the rest is logical. Seeing that Select Visible to Camera was removed was a step backwards and “wanting to avoid adding another button” is a pretty petty reasoning justify it. Sometimes you do need a paper-thin object, in which case you can simply duplicate the faces (SHIFT+D) and flip the normals ( W, F). I’ve got 120 square planes aligned parallel to each other, at 1mm increments all orthogonal to the Z axis, each of them with an image on the top face which represents a slice of a 3D object. Everything works fine but it would be better if the game would render both sides of the mesh. 6x. Mar 4, 2021 · The seen have a room with four walls and my character is sitting in the middle. Press P to separate then select Separate by Selection from the pop-up menu. Try going to your mesh (unity side) and adding another material "slot" as in Mesh Renderer component --> Materials --> Size and add one (mine was from 1 to 2). This will make the object that this material assigned to, disappears when it falls behind an object with a I want to render 2 spheres cut in half one I want backface culling so you only see its normals side and the other I want to see both sides of the faces in the same render. I notice that when I bevel on a cube's edge with n-segments, the effect is a nice even bevel (quarter circle). The disadvantage in doing this is that both sides are identical; the same UV mapped image appears on both front and back sides. as I orbit around and frontal faces change, also the visualization changes. Two-sided shaders come in handy for things like papers, a leaf, or anything that will need two different textures on each side like a . Sep 12, 2014 at 15:53. I’ve modelled a 3d Bed in Blender, unwrapped it to get the lightmap and assigned casual material just to create material slots. Boom. edited Apr 29, 2014 at 14:31. @user1460166 Ok, you have to make the selection in Edit mode, untick the button as shown in the answer and select all the faces, then press Tab and go to object mode and then enter Weight Paint mode and the faces will be selected and you should be able to paint both sides at once. 5\) 1 day ago · Align A. The subsequent sections will unravel the complexities of this process, guiding readers through the nuances of creating believable human 8. Is there a way to make only one side of the model and automatically get the same output for the other side? Mar 30, 2018 · To make it visible from both sides, you have two options: Duplicate all your faces and flip their normals in Blender (Mesh → normals → flip normals). 1. their normals point to a certain direction and the backside of that is not rendered by default. After invoking the Knife Tool the status info shows: For each cut: Press C to align the cuts. Set the pivot point to 3D Cursor. Set up the material nodes as pictured below. The image shows on both sides of the face because it's the same face. select one of viewpoint (if you skip this step, the background is always visible regardless of viewport angle) type Shift-A, and select Image → Background. Each side of a double-sided plane has a different orientation. Jun 19, 2016 · 2- Assign a simple transparent material to the plane. You should only select the face that's causing the issue, then flip the normals. I tried selecting all the vertices in Edit mode as directed and pressing "Ctrl-N" as directed, but all that did was make the normals appear to face the wrong way on both sides of the Mesh. Another way to do that to keep the mirror modifier would be to add another modifier on the stack, over the mirror modifier. Mesh Menu in Edit Mode. Enter edit mode on the Drum object. Time to create the other side of our double sided texture. I tried and it makes the other ones go away and then those ones are now transparent. This means you would delete one side, right or left and let the modifier keep the sides in correspondence. Blue = Outside. There's a way to make Blender consider a face to be visible from both sides: you use the material property called “Double Sided” (which is set by default). The workaround for this would typically Mar 26, 2016 · LMB: By left-clicking and dragging your mouse cursor in the 3D View, you can draw across the edges you want to cut. #4. Invert I. You have to either "solidify" your model in Blender, or find out how to show models double-sided in those game engines. So if you want the inside and outside to look different, you'll need to give the box thickness (solidify modifier) then apply that and seperate UVs for inside/outside. So you need to either make two polys where you want a two sided polygon or use a shader with Cull Off. Game engines are real-time engines. select an image file. How do I set render to no backface culling and apply an exception to 1 material? Jun 7, 2007 · Aug 27, 2005. Dec 4, 2010 · I made a mesh of a jacket for a character in Blender 2. I’d like to be able to make faces viable from both sides. This was something I created in Sketchup 2013 and then exported double-sided (DAE) and imported into blender 2. By flipping the normal (select face(s) and press W -> ‘Flip normals’) you can change the visible side of the face. Feb 18, 2021 · If it was complex, then create a new material that is different from the material you want. If not check the inverse check box on the tool shelf (Ctrl+T to bring it up) Thanks, that was Sep 18, 2005 · hit tab to get into face selection edit mode. – Christopher Bennett. I found a quick solution to fix this problem ( I can't believe how quickly I figure it out) what you need to do is to go into the plane/model and select the shader, then go into "Particles/additive" and select "Alpha Blended" this will make your textured plane visible from both sides :) Share. If you have the whole mesh selected when you flip normals then you are just toggling between the backwards faces and the correct faces, what faces are Oct 27, 2010 · By default it’s set to 1 side. Specify the axis and direction of the effect. – iKlsR. You would need to flatten the face. In the dropdown menu, select "No" for the "Double Sided" option. Step 5: Use the Slice option in Either the Auto Boolean or Brush Boolean menus. Sep 8, 2016 · 1. Go to materials and click on the bluish metal material, or any material you want. Applying and mirror modifier, deleting Apr 4, 2021 · 1. to fix this in unity you can either duplicate the polygons and flip their normals. If you just left-click and release without dragging, you can define locations for new vertices in your mesh and the Knife automatically generates the edges between them. 16, every element looks fine but the mattress. three. 7x and earlier). blender, by default, shows both sides, but one is usually a darker color. Figure 2: Adding a Geometry input node with a shader Mix node isolates light to the front or backface. And culling the backside of a polygon helps the engine to render things faster. The solution was a bit obscure. select object. It’s a plant and has lots of faces. Select this. Allow a few millimeters between back to back faces. As I imported the model in UE4. Jan 25, 2018 · I am new to Blender and learning little as I go. The object has settings for transparency and side, which you want. polygons are by default "one sided". Sep 30, 2018 · Joined: Oct 9, 2012. All selected vertices have two unselected adjacent vertices. Dec 17, 2013 · lasalle (lasalle) December 17, 2013, 12:29am 1. If you see any red, go to edit mode, Select those faces then press Alt + N then select flip normals. Sep 19, 2015 · $\begingroup$ After toggling the Limit Selection to Visible button, right-click the first vertex, then hold shift and right-click again (on that same vertex) and the vertex directly behind it will ALSO be selected. this will work, but only if you want to show the World. Sep 8, 2009 · I scanned both sides of a leaf and created 2048x2048 textures. Add a new material to your face (using a + button) and press the Assign button. and mesh when in . It works. So make sure that any polygons visible to the camera are front-facing. In 2. Feb 15, 2020 · 2. Jan 2, 2014 · 3. I have serious problem finding decent bed for my 1. Watch on. 949 8 17. Also the mesh data is copied from one side to the other: e. You can use a separate mesh including only the polygons you want, and set it to doublesided in Blender. When the back of faces are culled, like in unity, only polygons that face the user are drawn, which is better for performance. Nov 22, 2020 · 1. 69, the back\\bottom side of Apr 4, 2015 · When face culling is off, like in blender, both sides of the face are drawn which is better for editing. docs 16. Figure 3: Producing a different output on the frontside and backside faces. GusM, Feb 6, 2010. tamor46 (tamor46) July 5, 2020, 11:32am #7. All normals will point in the same direction: from the center of selected points to the target. Select S - Cursor to Selected (make sure you don't move the cursor after this step) Select all the verts on the end that you are not keeping and The side profile can be both side by side like in the photo below but how can I hide the back logo when looking at the front one head on? The issue is the inflated characters since I cant just do a frame cut loop since it would be obvious on side profile the shape doing a noticeable change. Sometimes, when I move the away to zoom-out, the walls appear. I have a model with double-sided faces (normals facing ‘forward’ and ‘backward’ on the same face). Check the box that says " 2 sided" in the material properties in Unreal Engine. 4 and imported it into Unity. So when you select everything with A, and press ‘two-side’ (which only makes the active face Oct 18, 2015 · I know of the mirror modifier, but say i just want to quickly select a pair (or multiple pairs) of symmetrical vertices / edges / faces of a model. 6x: It seems that double sided faces was removed in 2. axxic3. It's possible to create three vertices in Blender and make two opposite-facing faces attached to the same vertices, but both mesh cleanup tools and SL don't like that. The only difference is in BI the output of the Geometry node is called Front/Back . 2: manually. A double-sided plane is a three-dimensional object that has two sides, or faces. Oct 1, 2014 · 6. Width A Sculpt on only one side. Dec 28, 2017 · If you only have one set of faces, you’ll have the same texture on both sides- which would look a little odd, for most buildings. I think this is problem you are having: some of the normals are always facing the wrong direction. Improve this answer. Apr 26, 2014 · 2. Selects faces where all edges have more than two faces. Sep 5, 2019 · Created an account just voice my feedback as a modeler interested in learning Blender. Save your NIF and you are done. Right-click on the NiTriStrip/Shape that needs to be double-sided. I think that will help, else you didn’t fill those faces or it’s a Sep 18, 2022 · Press F to 'Fill', which will create a single face using all of the selected vertices. In Blender 2. When I pull out the weight paint to make sure it doesn't show sprinkles on the bottom of the icing, the weight paint paints on both sides. 3. In face selection mode it selects all faces that do not share edges with other faces. 3- Mix a transparent shader to the material of the mouths (the spheres in this example), add a Light Path node, Add node>Input>Light Path, use the Transparent depth as a factor. Only the positive side of each face is visible. 8, background is an object. Double-sided materials are essential, especially when you need to shade objects that have no physical depth such as a plane. answered Apr 25, 2014 at 15:41. You can use Cull back and Cull front. Blender doesn’t support two-sided textures (maybe with nodes?) so I made a plane, duplicated it and flipped normals. Most likely this this is a normals issue. Originally answered by @syclamoth. Because your mesh doesn't have thickness. Now, if I select one of these faces, using face select right-click, and then To make a ‘true’ two-sided mesh in Blender, select the original outer surfaces (in this example) and from the Object menu select Duplicate Objects – Object » Duplicate Objects (or press Shift + D ). You may do it in the same way in Blender Internal. That, or you can duplicate the part you want to be double-sided and flip its normals. There are parts of the baggy jacket mesh were the player should see some of the undershirt and then shadow from the space inside the jacket. After removing the faces you would need to add more edges (highlighted vertices) or use the Window creator and place a completed window at this position. In Uv Editor open your image texture. Share. As @moonboots says you should be able to simply extrude it slightly to give it some thickness. 69. Also, it is best to learn from three. Edit: Grammer. Select your sail in blender; Tab to enter edit mode; Select all (normal shortcut [A]) [Shift + D] to duplicate [Ctrl + Shift + N] to flip normals; Continue to export as . If so you can just left click after pressing P. First cut the vertical then the horizontal edges. Go into blenders edit mode, select the problem face and press CTRL+SHIFT+N to flip the normals. Unfortunately once I'ts done you can't go back, so be sure that your cat has enough details before you apply the modifier. Faces by Sides Watch on. Plug the Color from the image texture to the Bump height and Normal from bump node to Normal on in Principled shader. Tab into Object Mode, select the separated So far I have been modeling by making both sides of a model but I got annoyed due to having to make the exact changes on both sides. heres the logo and side profile heres what it looks Aug 1, 2019 · I hope this gets fixed. Step 4: From the Properties Panel (Press N if its not visible) go to Edit then Bool Tool. I'm trying to make a coal cart in Blender with the coal being on a separate piece (there will be multiple versions of the "filling" but the cart itself will be the same). So is it Double-Sided Materials in Blender. In Cycles you may use a Backfacing output of the Geometry node as a factor for applying two materials for each side of a plane. Set the bump strength from 1. 79 had. however I can only see the faces from one side. Hi, having solved a problem about passing uv map textures from blender to Unity3D, now I’m facing another Sep 8, 2013 · Hello all, I found out how to render both side of my model in 3DS Max, but how am I supposed to have it render all the sides in Unity? How it renders the sides in 3DS Max: And here is how it renders in Unity: Is there anyway to make the inside of my engine visible without having to duplicate all of the inside mesh, making it a little smaller (to hide it), flipping the normals of the duplicate Aug 25, 2015 · In Unity i have a model of a tree with leaves made of a plane and a texture, when I upload it to unity the texture is only visible on one side so how can I change it to be visible from both sides without increasing the polygons. They are often called "double sided" or "two-sided" shaders. (Ctrl+N and Shift+Ctrl+N are the hotkeys for recalculating normals outside - inside). Even a cube or Sphere is nothing but many planes made up to create the illusion of a Sphere. com/topchannel1on1my portfolio: cgtrader. this is what it would look like. If you want to break symmetry you have to remove the Mirror modifier by clicking Apply. Jun 29, 2016 · In the Solidify modifier, use the option Materials > Material offset to select a different material for the new face created by solidify. Aug 2014. Add another face on the side you want it to be invisible and add only the default material and turn ‘Env’ on and ‘Traceable’ and ‘Shadows’ off. Make sure the faces are selected. Apr 18, 2024 · One of the primary challenges in texturing realistic faces is achieving natural-looking skin tones and details. Instead I see the game not even rendering the inner part of the jacket as if Feb 20, 2021 · Useful links:Download this project files @ patreon. Try adding a shell modifier and bring the thickness way down. hit tab to get into face selection edit mode. 72 Blender. Mar 2, 2021 · It needs enabling. If you wanted a different image, you need two separate meshs, with separate textures, and set them to single side. You probably need to disable backface culling using: glDisable(GL_CULL_FACE); Read up on face culling here: Face Culling. Press Esc to reset the new object and switch to Edit Mode. js examples that work with the current version of the library. js r. The second option is easier, especially if you want different textures than on the outside but the first one should be faster. While you’re making cuts, watch the red and green squares Jun 18, 2016 · Solution 1 - Mirrored Side Option. And I am not familiar with complicated shader programming and stuff so could you please explain in detail. Typically though, real life objects (like walls Nov 20, 2018 · Open NifSkope and the NIF. Then, you'll get an object with image. If you want the back face to be treated like the front face and don't want to make a model with double sides mesh to consume double memory you can draw in 2 Passes, 1 Pass for front face and 1 for back face where you can inverse normal for every vertex in vertex shader. Spherize S. Jan 29, 2008 · In both cases, it tells the rendering engine to show both sides of the mesh, but it will still place the same texture or image on both sides. It does not really make sense to have normals on both sides of a polyon, usually they’re used for visibility and lighting computations in CG and having them on both sides would be…not very useful. Delete the loop ring. hit in edit button (F9) window the button “Flip Normals”. This can be caused by: Enabling Backface Culling in the N Panel (Display pane) Enabling Textured Solid mode in the N Panel (Display pane) Working in Textured viewport mode. Red = Inside. Apr 26, 2020 · Lets add a Bump node by using SHIFT+A key Vector > Bump. By having a Solidify modifier in place, then when going into Edit Mode, the inner shell on the opposite side of the object behaves as if it were an outer shell You dissolved the edges, but the face is probably still uneven. Each face of the object is a plane and each plane has 1 side of texture. For vertex-only bevels, the Offset and Depth types measure from the original vertex. Direction. com/c/TopChannel1 Aug 15, 2022 · A: In the Properties panel (N key), under the Render tab, scroll down to the Edge pane. CommentedNov 22, 2020 at 14:46. Feb 15, 2019 · Christoph Werner covers how to create a standard double-sided material in Blender. its front faces disappear showing what’s inside the mesh. Add a new texture and change its type to Image or Movie. That's the basic behaviour of Blender and AC3D but you can customize a lot of things, as you wish. Hi guys, I was wondering if it was possible to see both sides of a plane, cause when I go into “texture mode” one is invisible, and also if it was possible to put a texture on both sides, maybe a different texture on the Dec 3, 2018 · If you have two back to back faces, it is best to have some space between them. Finally let us look at a practical example. xq hs oy ua mq af ve cm ex fk