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Post by loubelle on Sept 23, 2020 1:19:23 GMT -5
So I have several meshes that have these weird shadows. The lods and shadows match and I've already tried setting the SAO to 0 but still no luck. I know my meshes are high poly(no more than 40K) but even when I reduce them to under 20K or even as low as 13K I still get these black shadows. I'm also having an issue where some of my meshes look fine outside but the shadows are weird once placed inside. These meshes are also low poly(under 1K) and have the proper shadows ibb.co/6yBrm1Jibb.co/rpLSjqMibb.co/LPG9fgk
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Post by simmerish20 on Sept 23, 2020 12:16:27 GMT -5
Are you sure it's not artefacts from the specular and normal map?
The ones in the second and third picture look like a smoothing/normal issue that needs to be fixed by edge-splitting the hard edges, so they don't think they're supposed to be round/soft. That's when you get the weird dark shadows.
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Post by menaceman44 on Sept 24, 2020 8:52:27 GMT -5
The weird stretched dark shadow lines across your objects are cause by the poly count being too high. Anything over 10K and they start to show up. The second issue looks like you haven't split the edges of the objects correctly in blender. You'll need to send over your blend files for someone to check those.
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Post by simmerish20 on Sept 24, 2020 9:57:27 GMT -5
It could also depend on the method you use to reduce the polys. Decimate and similar quick methods often leave a lot of holes and bad triangulation if you're not careful, especially if you don't clean it up properly, which could leave a lot of artefacts in the mesh. The lower you go, the more mess these methods tend to create, and often make a very messy mesh structure that causes the normals to do weird things. Reducing via edge loops or similar can be more time consuming methods, but it keeps the mesh flow cleaner and leaves leaves fewer artefacts.
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