Normals are a small but important part of your Blender model. They define what's "outside" and what's "inside" your model. So how do you recalculate normals that are facing the wrong way? Read on to learn more.
Ever wondered why your Blender model is sometimes plagued by random black voids?
The normal of a face describes the direction it’s pointing or facing. Usually, in a closed model, all normals should be facing outwards.
However, sometimes when manually manipulating edges and faces in Blender, the normals get flipped. It’s not the end of the world, but it does make your model look weird. And once you export the model, flipped normals can leave behind bad artifacts.
That’s why it’s best to fix these flipped normals. And the good news is, they’re super easy to recalculate.
Usually it’s pretty easy to tell when your normals are out of whack. Try panning and orbiting around your model. If some of the faces are unnaturally black when they should be grey, their normals are probably flipped.
Blender also lets you see exactly where the normal on each face is:
You should see little blue lines poking out of each face. If you don’t see a line sticking out on a face, that normal is flipped the wrong way.
There are two main ways to fix flipped normals:
For Blender 2.8 users, the command has changed a little bit. Go to Mesh > Normals > Recalculate Outside (shortcut: Shift + ‘N’) to recalculate the normals.
Your normals should all be facing outwards now. Save your work and go about your merry way.
License: The text of "Blender: Recalculate Normals – Simply Explained" by All3DP is licensed under a Creative Commons Attribution 4.0 International License.
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