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Adventures across the 3rd dimension

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28 Feb 2026 10:06 - 28 Feb 2026 10:06 #57092 by Charlotte

Any an all misspellings are henceforth blamed on the cats.
Last edit: 28 Feb 2026 10:06 by Charlotte.

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28 Feb 2026 11:36 #57093 by Valence
*squints*

So are the bricks changing at that corner edge in the first pic?

If so then it's probably an issue with the normals and one wall will need the polygons flipping. Otherwise it may be a mapping problem in the nodes.

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28 Feb 2026 14:39 #57094 by Charlotte
It looks like they change in that corner, but the normals should be correct. So I think it might be that I mapped two opposite walls at the same time. Though the other wall (of the corner), that looks right, was also mapped "from the outside" so I don't know why that's not looking wrong, too, then...

Anyway those bricks are way too smoothlooking, I'll need to add some noise i think. And that brings a new problem as added texture patterns just seem to work with the brick pattern if they are attached to the colours of the brick which means the colours end up looking different and kind of uniform, like the floor... (which didn't want to look like it does until I combined three texture nodes :argh: )

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28 Feb 2026 14:41 #57095 by Charlotte
PS: The non-brick walls, ceiling and floor trim have not been textured yet. The black bits have but didn't quite end up like I wanted. Might have to open up the gingerbread house and take a new look at how I did those textures...

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28 Feb 2026 15:05 #57097 by Valence
Ah, you're using the procedural brick texture then.

Are the brick walls separate objects?
What texture coordinates are you using? ie. Generated/Object/UV etc.
Either way, flipping the normals should do the trick. Just tried it myself and it successfully popped the bricks out the other way. :)

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28 Feb 2026 18:00 #57098 by Charlotte
Flipping normals would make the wall invisible from the inside and it's an inside wall... :dry:
Each room has separate walls but the walls of each room stick together - and I used UV mapping because it's all I know how to do.

And yes, all textures are procedural from within Blender.... That was kind of the point of texturing the file. :P (Practice, that is... is the point... :dumb: )

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28 Feb 2026 18:16 #57100 by Valence

Flipping normals would make the wall invisible from the inside and it's an inside wall... :dry:

:nope:
Didn't when I tried it. :shrug:

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28 Feb 2026 18:30 #57101 by Charlotte
Did you try turning on face orientation? Blue sides show, orange does not. In blender they show but not if you export it to say Unity.

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28 Feb 2026 19:34 - 28 Feb 2026 19:35 #57102 by Valence
Don't know anything about Unity. :dumb:

But looking at that first pic again, the pattern of light/dark bricks is mirrored about that corner edge as if "something" is flipped.
Are the walls using the same material? If they are then the mapping must be the same. That would only leave the normals or maybe the Object Transformations. :hmm:
Try applying the Object Transformations and see if that does anything. But if you're using UVs then that shouldn't be the issue. :dunno:
Last edit: 28 Feb 2026 19:35 by Valence.

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12 Mar 2026 19:31 #57175 by Charlotte
Added a bit more textures and some grain to existing textures. I do find it hard to get the grain size I want... white noise doesn't seem to have any size setting and the noise texture has to go up to like scale 300 or more to make it look like graininess rather than big shapes. Also, the way I did it now, it seems to bumpyness disappeared entirely :shrug: (I completely forgot Val's latest advice btw, just saw it now that I came back to the thread :dumb: )

 

There's still stuff to do and things to add but I figure this is enough for today :P 
 

Any an all misspellings are henceforth blamed on the cats.

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