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Post by menaceman44 on Jul 11, 2018 14:05:50 GMT -5
That Blender file link just comes straight back to this page.
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Post by jessica2020 on Jul 11, 2018 22:14:11 GMT -5
That Blender file link just comes straight back to this page. Oh boy! No idea how I managed that one! Here is the link! Blender File
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Post by menaceman44 on Jul 12, 2018 6:51:46 GMT -5
Have you shared the correct blend? I thought we were looking at the short shutter but this blend is for the tall shutter.
ETA: Because of my uncertainty over the correct blend I just exported the one from your shared package again. I have managed to improve the situation but not solve it completely.
I selected the whole mesh and used Remove Doubles. Then, using Edge Select, I selected every edge that needed a hard corner to it and then selected Split Edges. The last thing I did was select the part of the mesh with the slatted texture and chose Shade Flat from the Mesh > Faces menu at the bottom of the screen. I wasn't able to get rid of the remaining shadow area in the screenshot above but it may have something to do with how complicated and compressed your mesh is around where the arched section meets the flat section. You may need to remesh that area from scratch to be able to solve the issue completely.
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Post by jessica2020 on Jul 12, 2018 11:43:58 GMT -5
Have you shared the correct blend? I thought we were looking at the short shutter but this blend is for the tall shutter.
ETA: Because of my uncertainty over the correct blend I just exported the one from your shared package again. I have managed to improve the situation but not solve it completely.
I selected the whole mesh and used Remove Doubles. Then, using Edge Select, I selected every edge that needed a hard corner to it and then selected Split Edges. The last thing I did was select the part of the mesh with the slatted texture and chose Shade Flat from the Mesh > Faces menu at the bottom of the screen. I wasn't able to get rid of the remaining shadow area in the screenshot above but it may have something to do with how complicated and compressed your mesh is around where the arched section meets the flat section. You may need to remesh that area from scratch to be able to solve the issue completely.
Thank you for that! I'll try out your tips! So, just curious about this...Because the tall shutters the issue was fixed..if I try and remake these short shutters again. If I only scale the mesh in object mode using Scale Z...I shouldn't have to mess with either, the uv map, the texture, or the bump files. Theoretically I should be able to just import the new scaled mesh with all the corresponding lods and shadow lods and import the texture, bump files, and spec files and it should be fine right? Or is that wrong?
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Post by kitkat on Jul 12, 2018 12:31:45 GMT -5
I think that would work in theory. But it will change the scale of your horizontal frame pieces and change the scale of the texture on the mesh. To avoid this, you could select all the vertices on the top horizontal frame piece and move them down on the z axis. Then select all the vertices on the bottom frame piece and move them up on the z axis until you get the size you want. I think either way, you might want to do some slight re-mapping and adjust your textures for the best results. If you move the vertices on the z instead of scaling on the z, you should only have to re-map the rectangular planes of the mesh that the slat texture lies on. That's my understanding anyway. Someone with more Blender experience might have a different suggestion for how to do it
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Post by jessica2020 on Jul 12, 2018 12:48:19 GMT -5
I think I must have somehow not used the good mesh...I just remade the medium shutter from the tall shutter that had the shadow issue fixed. It's showing up in game fine.. Here's the screenshot I just took. I'm sorry guys.. I apologize...Somehow my files got switched up or something! :(
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Post by jessica2020 on Jul 12, 2018 12:52:13 GMT -5
I think that would work in theory. But it will change the scale of your horizontal frame pieces and change the scale of the texture on the mesh. To avoid this, you could select all the vertices on the top horizontal frame piece and move them down on the z axis. Then select all the vertices on the bottom frame piece and move them up on the z axis until you get the size you want. I think either way, you might want to do some slight re-mapping and adjust your textures for the best results. If you move the vertices on the z instead of scaling on the z, you should only have to re-map the rectangular planes of the mesh that the slat texture lies on. That's my understanding anyway. Someone with more Blender experience might have a different suggestion for how to do it Thanks for those suggestions! The pic I just posted I didn't do anything except scale on the z. The texture isn't too bad on it..it does look a little bit squished though compared to the tall version..I may try and redo it the way you mentioned when I get some more free time!
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