Flipping Faces

 From:  Michael Gibson
4812.3 In reply to 4812.1 
Hi Ironice, also actually the easiest thing to do is to just turn on double-sided lighting in your rendering settings, and that way it won't make any difference when you go to render the object which way the vertex normals happen to be pointing.

One other thing - if you can get your object to be a solid that has a completely connected skin then that will automatically get its vertex normals oriented to point to the outside of the solid volume. If you have an open surface object then the positive surface normal direction is arbitrary.

But if you use 2-sided lighting in your rendering, it doesn't matter which way is the positive direction anyway.

- Michael