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Post by Bugattiman253mph on Aug 14, 2016 18:40:31 GMT -5
I noticed something when I was making another car deco for TS4: LOD0 LOD1 I'm not sure why this is happening, I think the reflections of LOD1 look correct, but I don't know how to fix this.
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Post by j on Aug 15, 2016 4:14:45 GMT -5
Did you remove doubles on one mesh but not the other? I think LOD1 looks better than LOD0, so perhaps you could just use LOD1 mesh in LOD0 also, that would fix your shine issue and lower the poly count.
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Post by Bugattiman253mph on Aug 15, 2016 8:36:29 GMT -5
Doubles?
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Post by KSimbleton on Aug 16, 2016 1:47:11 GMT -5
Hey Bugattiman253mph ! Remove doubles like this in blender: Sometimes, when you are meshing (especially if you are like me ), you may end up with more than one vertex at the same point from an extra extrusion or so. Maybe with a conversion not so much, since you don't always mess with the geometry itself. But it can be a good idea to remove those pesky extras. Be careful if you have an Edge split modifier since it will remove the effect, so you'd have to add that back in (I think). Good luck with your project!
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Post by Bugattiman253mph on Aug 17, 2016 20:04:31 GMT -5
I did not edit the mesh besides re-mapping the car using Zmodeler 1.07b, after that, I imported it to Zmodeler 2 to export it to .obj to import it into Blender.
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Post by eronoel on Aug 17, 2016 20:10:14 GMT -5
Did you try setting the spec blank just to see if that makes a difference?
And I don't know anything about the modeling program you used but you probably wouldn't hurt to remove doubles in blender anyway
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