Polygon Normals help 3D Software determine which side of a polygon is the front vs. back face. This is extremely important to understand as objects with “flipped” normals will oftentimes not render properly. At times you’ll have an entire model with flipped normals or at times just a few polygons. We’ll discuss normal direction as well as how to reverse the normal direction on geometry that’s reacting oddly. In practice, normals should always be facing outward from your model. This will allow the software and renderer to read them properly. Normals play a huge role in the shading, lighting, and rendering by allowing you to further manipulate a flat surface with detail as seen in bump or normal maps. We’ll discuss these maps in detail as we get to materials and rendering in octane.
Here we’ll take a look at working with primitive objects and converting them into editable geometry using the “C” key or “Make Editable”. This isn’t the first mention of this key but a searchable video to serve as a reminder as we head into the other videos here on specific tools.
This tool extrudes selected points, edges or polygons. If no elements are selected, all of the object’s elements will be extruded.
To extrude interactively in the viewport, drag left or right within the viewport. The extrusion takes place along the Normals of the selected surfaces; the average va...
The Loop/Path Cut tool is primarily used to more finely subdivide edge loops interactively. An automatic loop recognition (Mode = Loop) or a manually created loop selection (Mode = Path) can be used. The Loop/Path Cut tool cuts polygon objects in all three component modes (Use Point, Use Edge, Us...