#Aspect Ratio Problem.
4 messages in this thread
Except when separating a set of faces from a "wall", so that you can assign
different materials to the inside and outside of the wall. Question:
overall, what is the best way to model a wall of a house? Say I have a 4"
exterior wall, different materials on "inside" and "outside". To minimize
number of faces, it seems like I should create a 4" wall and "create
object" from the "inside" faces. 'Course, this way I usually have problems
with Z-buffer. Is the best way to create a 2" inside wall and a 2" outside
wall? Will I get into trouble deleting faces which are not visible? Seems
not, as worst case you would be back at 1st way of creating walls… Any
recommendations from the trenches? Thanx, LAM
Larry, one wall, made up of inside faces mapped with material "A" and
outside faces mapped with material "B", is the best solution. I don't
understand your statement "'Course, this way I usually have problems with
Z-buffer". Please explain.
– G
That goes back to the house model I had sent to you (the one with the lousy
lighting). If I created a single wall, and then split off the inside faces
as a separate object, the inside wall didn't show up during some renders.
Was all a bit strange. Rendered ok in 3d editor, didn't render in
keyframer. Another wall set up same way didn't show up at some angles.
Acted like the normals were flipped, but even setting them as 2-sided
didn't help.
I would like to split off the inside wall from the outside wall as an
object, because if I have to change mapping or material, it's a whole lot
easier to do a bunch of those at the object level rather than the face
level. LAM
Well… with that model it could be anything. Have you looked at your
scale and z-clip values?
– G