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Post by naunakht on May 9, 2024 18:54:23 GMT -5
I created a CC archaeology table by combining a couple of maxis objects. It works fine, but when sunlight hits it, it creates a weird distortion along certain edges of the mesh.
I've tried removing doubles from the whole object. I've also tried painstakingly going over the mesh and using Edge Split on applicable edges. What am I missing?
Here is the .package file: click. And here is the same object, without doubles removed: click
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Post by naunakht on May 10, 2024 2:36:41 GMT -5
Here's a better picture, showing a comparison with the original:
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Post by naunakht on May 12, 2024 19:02:06 GMT -5
In the end, I had to trial-and-error this for hours, trying different combinations of edge splits, before I finally found one that worked. Ugh. I hate that S4Studio un-merges vertices when exporting .blend files.
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Post by mauvemorn on May 13, 2024 3:55:03 GMT -5
I hate that S4Studio un-merges vertices when exporting .blend files. This is ts4 requirement. One vertex cannot have multiple sets of uv coordinates per uv map because this data is stored in numbers. S4S and other programs split the mesh along the borders of uv islands upon import. The mesh is already split into multiple mesh islands before export, so when you re-import it, s4s shades their borders differently. Anyway, this issue can be recreated in blender and fixed without relying on Edge split modifier guesswork. - switch shading to Solid and choose Material - choose Edge select, Select - Select sharp edges, adjust degrees until you are the closest to the perfect selection; - look around the model and add or subtract (Shift LMB-click) edges; - Mesh - Split - Faces by edges
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