Mizopolak Posted October 16, 2022 Posted October 16, 2022 I thought for a long time what the problem of my models is and still found the reason. these are normal vertexes. because of them, the model is cut into pieces by light. I searched the Internet for a long time how to fix it, but I couldn't find it. maybe you have encountered this problem, how did you solve it? below will be screenshots with the essence of the problem at one point there are two vectors that have different normal directions, which is why the light cuts the model tell me how to fix it here's how it looks in the game
NumberWan Posted October 16, 2022 Posted October 16, 2022 Hmm, this one looks like a familiar issue. I'm not sure about NPC models, but I came across this in MD3 models. In 3dsMax I tried selecting all the vertexes and using option Weld (weld Selected 0,1), when the necessary part is turned into an Editable Mesh. I also used Smooth, though it works better if the previous method was used. But I guess my method might not work in your case, as these seams are part of the dismemberment system where model Caps are also placed, when sliced by a lightsaber.
mrwonko Posted October 17, 2022 Posted October 17, 2022 If you're using the Blender add-on, make sure to use the latest release, the version on JKHub does not handle normals properly. If the normals already look like that in your modelling tool, you need to fix them there, first.
Mizopolak Posted October 17, 2022 Author Posted October 17, 2022 3 hours ago, mrwonko said: Если вы используете дополнение Blender, убедитесь, что используете последнюю версию, версия на JKHub не обрабатывает нормали должным образом. Если нормали уже выглядят так в вашем инструменте моделирования, вам нужно сначала исправить их там. I used the latest version. the problem here is not that, but that at one point there are two vertexes with different directions of normals. because of what the light is processed differently. and I do not know how to make the vertex normals at one point look in the same direction here the bug is precisely that the light is processed differently Here's how it looks in a blender. on other models, the vertex is normal, the joints look in one direction, which is why there are no seams in the light I do not know how to make a normal direction in one direction on such a seam
Solution Mizopolak Posted October 17, 2022 Author Solution Posted October 17, 2022 I found a way to fix this problem. of course it's a chore, but it's better than nothing. you need to copy the data of the normal of one vector and then insert the data into another vector after which the jackdaw disappears from the normals here we see one normal ray instead of two I'll finish it and show the result in the game here without a fix after the fix Circa, inb4poof and NumberWan like this
mrwonko Posted October 18, 2022 Posted October 18, 2022 Nice. I did a brief search for Blender Merge Normals Across Objects and found this alternate approach, but use whatever works for you.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now