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Thread: Character-Mesh issue

  1. #1
    Sergeant serthy's Avatar
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    Character-Mesh issue

    Hey

    I test-rigged some models, but they are looking really shitty ingame..
    the lighting is messed up (its dx7, in dx9 its the same with normal + spec maps)
    Attachment 234
    i know, the blue model (aayla from star wars) is kind of low-poly, but the edges are too sharp..


    another example:
    image from the model viewer, it looks pretty smooth there
    Attachment 235
    and from maya
    Attachment 236

    is there a way to smooth the edges (the lighting, without modifying the mesh!) or did i miss something?!

    and again, another example:

    a cod5 model (rotated to see the smooth mesh, shitty lighting there in maya..)
    Attachment 237
    and the same to see the different polycounts
    Attachment 238

    okay, the left one got almost twice as many verts as the right model, but the lighting is really different
    the models in cod will look the same ingame as in maya

    whats wrong with my models? =|

  2. #2
    Assadministrator kung foo man's Avatar
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    To remove the shitty lighting in maya: in Scene-window click on Lighting->Use No Lights

    Does the Aayla-colormap already have the shadows? I guess you would need to make them partly brighter in Photoshop/Gimp then. Otherwise its maybe a material-issue, which settings you used there (screenshot of asset manager)?
    timescale 0.01

  3. #3
    Lieutenant Loveboy's Avatar
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    Hi, nice models!
    I think you need more triangle, to make the model not very flat

  4. #4
    Sergeant serthy's Avatar
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    Thanks kung, without the lighting in maya it looks pretty good in there: the way it should!

    in assetmanager the material-settings:
    materialType: model phong & surfaceType flesh, the remaining stays default (except for the colormap)
    Attachment 239
    the texture isnt special, a simple rgb-colormap
    i also tried ticking noDynamicLight and noLightmap, but it the problem stays the same
    with materialType: unlit (no lighting) it looks smooth, but aayla is glowing then..

    i dont get why it happens, the only difference between the models seems to be the doubled polycount, but then there should be also a sharp line on the default models!?
    Last edited by serthy; 27th April 2013 at 14:12.

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    kung foo man (27th April 2013)

  6. #5
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    cullFace needs to be set on "Front" I had problems too when it was set on Back

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    kung foo man (27th April 2013)

  8. #6
    Brigadier General
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    BTW can you make a Tutorial how to make/import Characters?

  9. #7
    Sergeant serthy's Avatar
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    if i set it to "Front", the texture is on the inner side of the model, "back" or "both" worked for me all the other times
    but i tried it, issue is remaining

  10. #8
    Assadministrator kung foo man's Avatar
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    Maybe the normals of the faces look to the inside?

    You can show them here: Display -> Polygon Components -> Normals

    Click image for larger version. 

Name:	normals.jpg 
Views:	44 
Size:	285.0 KB 
ID:	251
    timescale 0.01

  11. #9
    Assadministrator IzNoGoD's Avatar
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    Quote Originally Posted by kung foo man View Post
    Maybe the normals of the faces look to the inside?

    You can show them here: Display -> Polygon Components -> Normals

    Click image for larger version. 

Name:	normals.jpg 
Views:	44 
Size:	285.0 KB 
ID:	251
    Although i have no experience in this kind of thing, this would probably explain why the "front" setting for textures makes it look to the inside, while "bacK" makes it look to the outside.
    Unsure about what it does for the lights

  12. #10
    Sergeant serthy's Avatar
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    normals seems to be okay, directed to the outside
    the only noticeable difference between these 2 models is the different vertex/facecount

    last month i got the same issue with some ripped cod-bo zom-models, theyre looked also messed up with their lighting

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