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#706 |
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Registered User
Join Date: Jan 2006
Posts: 435
Thanks: 0
Thanked 5 Times in 5 Posts
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I'm not sure if its still true, but there were ways that normal maps and smoothing groups interracted when rendered. I don't recall the exact info at this moment but I think smoothing groups interfered with getting normal maps to render their surface details properly (which is to say, assign everything to a single smoothing group).
Been a while since I've had to test it though. However, I'm not seeing any normal maps in use (as of yet) but I thought I'd drop that here since you were asking about smoothing groups (and particularly in relation to low poly assets).
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Everywhere I go, there I'm not. |
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| GreatLostSoul! Thank you: | needse (28-02-2012) |
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#707 |
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Registered User
Join Date: May 2009
Location: Lithuania,Vilnius
Posts: 2,566
Thanks: 86
Thanked 307 Times in 290 Posts
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glad i was helpfull.
as for your polygon check if it doesnt have more smoothing groups aplied to it. i usualy clear all smoothing groups and smoothe them manualy cause autosmooth likes to put some wrong groups where you dont need them. post your image of that area with this polygon . we'll fix this thing ![]() |
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| Greatpaulius-st! Thank you: | needse (28-02-2012) |
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#708 |
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Available for Freelance
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thanks lostsoul
thanks dude but i think ive fixed that bit now i just random clicked everything and done it by accident lol only another 50 piece's to go gonna have a read up about smoothing and normals so i understand it better i think cheers every one for ya help ![]() |
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#709 |
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Available for Freelance
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been tetsing my mesh in marmoset and im getting these funny triangles and white ares any one got i idea whats causing this to happen ?
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#710 |
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Available for Freelance
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is this a smoothing group issue
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#711 |
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The Ninth
Join Date: Jan 2009
Location: Sweden
Posts: 1,601
Thanks: 86
Thanked 27 Times in 25 Posts
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Flipped normals or internal face perhaps?
Did you triangulate the mesh when you exported it? EDIT: Oh derp. |
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#712 |
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Available for Freelance
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ok thanks jake i will the normals now
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#713 |
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Available for Freelance
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aha internal face top job ninthjake
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#714 |
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Wait, whut?
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.. Because I find Max's cut tool to be a bit soddy, I've actually have a rule of thumb, to put a Vertex Weld modifier, and leave the threshold at something like 0,001 or 0,002 bevore collapsing and exporting the model.
This leaves out all them rouge vertices and fubar geometry that´s bound to happen when you're not careful enough. Just a brotip.
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-- Schedules are made to be behind something -- -- Deadlines approach logarythmically -- |
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| GreatTekNeek! Thank you: | needse (29-02-2012) |
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#715 |
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Available for Freelance
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yeah cheers tekneek that helped alot
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#716 |
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Available for Freelance
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don't ya just love unwrapping man it takes longer than the modeling
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#717 |
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Available for Freelance
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hmmmm now to fit this mes in a nice neat little 2000 texture sheet
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#718 |
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Addicted to 3D
Join Date: Jul 2008
Location: Sweden
Posts: 1,572
Thanks: 64
Thanked 79 Times in 77 Posts
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Hmm that looks lika a good way to get a very bad headache
![]() The model looks good and your old "test" textures looked nice too.
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Rolex Daytona - WIP: http://forums.3dtotal.com/showthread.php?t=83457 Last edited by MStandar; 01-03-2012 at 07:05 PM.. |
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| GreatMStandar! Thank you: | needse (01-03-2012) |
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#719 |
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Available for Freelance
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think im done that took exactly 2 hours to sort out
Last edited by needse; 01-03-2012 at 08:36 PM.. |
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#720 |
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Student in 3D
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Look very clean indead!
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| Greatlebaje! Thank you: | needse (01-03-2012) |
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