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In this topic

  • Bridge loops
  • Fill a boundary
  • Delete faces
  • Dissolve an edge
  • Merge at center
  • Merge by distance
  • Separate geometry
  • Slide an edge
  • Slide a vertex
  • Recalculate normals
  • Mark sharp edges
  • Smooth shading
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  • Overview
  • Get started with Show3D
  • Modeling tools
    • Modeling examples
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  • Agent modeling
    • Connect Codex
  • Asset generation

In this topic

  • Bridge loops
  • Fill a boundary
  • Delete faces
  • Dissolve an edge
  • Merge at center
  • Merge by distance
  • Separate geometry
  • Slide an edge
  • Slide a vertex
  • Recalculate normals
  • Mark sharp edges
  • Smooth shading

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Modeling tools
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  4. Recalculate normals

Recalculate normals

Correct the face directions used for surface orientation. The visible vertex positions stay unchanged.

Before you start

Enter Edit Mode and switch to Face Select. For a closed object, select the connected surface whose outward orientation should be consistent.

Use the operation

Make face orientation consistent after operations such as filling, bridging, or mirroring.

  1. Select the affected faces. Include the full connected shell when you want a consistent result across a closed object.
  2. Press Alt+N or open Normals from the face context menu.
  3. Choose Outside for an ordinary exterior surface or Inside for a surface intentionally facing inward, then inspect both sides.

Controls and choices

ControlsWhat changes
Outside / InsideChooses the intended orientation. Open sheets and non-manifold junctions may not have an unambiguous inside and outside.
SelectionThe command operates on selected faces. An unselected problem region may remain unchanged.
ShadingRecalculating orientation does not add geometry or replace Smooth/Flat shading. Fix duplicate or intersecting faces separately.

See what changes

Before

Recalculate normals: An inward face direction

An inward face direction

After

Recalculate normals: Consistent outward directions

Consistent outward directions

Concept illustration. The diagrams explain the operation. Your result depends on the starting geometry and settings.

Check the result

Look for consistent surface visibility and lighting. If a region still looks wrong, inspect holes, duplicate faces, and geometry intersections before repeating the command.

Related operations

Fill a boundaryBridge loopsSmooth shadingMark sharp edges

Practice in Show3D

Open the editor and follow the steps with your own scene.
Start modelingModeling essentials

On this page

Before you startUse the operationControls and choicesSee what changesCheck the resultRelated operations