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Post by cabaretchatnoir on May 2, 2020 17:49:11 GMT -5
Hi everyone. I created a piece of content a clock, one that has various spokes through the main mesh. I created in blender and it textured fine in S4S and PS. When I loaded it into the game, however, somehow where the spokes inside the mesh are overlayed on top of the mesh. Picture here: prnt.sc/s9vy6sI went back into blender and checked and adjusted my normals, however, that didn't change anything on the mesh or in the object in game. I have one spec that is custom, the normals are replaced with a blank image, and I adjusted the other mesh's (the glass cover of the clock I cloned from) texture and spec, which isn't transparent. I am lost so any help would be great!
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Post by cabaretchatnoir on May 7, 2020 19:58:46 GMT -5
Hi so this is a bit of a bump and better view of what's going on with the mesh in game. In short, the mesh is acting like the normals are reversed, however, any change to the normals to recalculate them "outside" is completely redundant in Blender and leaves me with the same issues. Picture: Do I just flip the normals inside to check if they would flip back in game? Thanks
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Post by jwofles on May 7, 2020 20:08:51 GMT -5
Hi so this is a bit of a bump and better view of what's going on with the mesh in game. In short, the mesh is acting like the normals are reversed, however, any change to the normals to recalculate them "outside" is completely redundant in Blender and leaves me with the same issues. Picture: Do I just flip the normals inside to check if they would flip back in game? Thanks Yeah try flipping them, recalculate doesn't always get it right. And if it's still broken could you upload the .blend and .package please.
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Post by cabaretchatnoir on May 12, 2020 22:39:29 GMT -5
I finally found time to go in-game after flipping the normals and I am getting the same problem. Looks like I am just going to remesh this on another file.
Thanks for your help, though!
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