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Old 03-31-10, 04:52 AM   #7
Tomi_099
The Old Man
 
Join Date: May 2007
Location: München / Germany
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Default Letter to me !!

Hello!
Kaleun!

Here the solution as it is may come a problem.
Many thanks to all of you and Nisgeis of this problem has assumed.
and has found an alternative solution.

Nisgeis wrote:
Hi Tomi.
On that object, the model needs to be cleaned up, as it has lots of excess geometry. I think part of your problem is also using 'optimise' when you export. Your model is very very small in dimensions - I normally model at 1000 times the scale required and scale it down to 0.001 when I export. When you export with optimise on, the exporter combines all close vertices together. The problem with this is:

Your model has in some places two planes almost back to back, sort of like a shell, so that when you optimise, the game welds all the vertices together and it gets it all wrong. You get vertices welded to triangle that are facing completely the wrong way and this causes all the black triangles. Where a triangle is welded to a triangle that is pointing the other way, this causes the graduation of to black towards that vertex. It also doesn't bake out on the AO map properly either and you are not using the texture as efficiently as possible.

To see the problem with your model, select the LU_ID9 model collection, attach them all together and convert them to an Editable Poly. Select vertex mode and then select all the vertices. Click on the Weld dialog button and selecte weld threshold of 0.0 - You will see that the model shape does not change, but the triangle count will fall by about 3,000 triangles - meaning that you have excess geometry that is all overlapping itself.

Check this as well in S3D - The ENGIN ROOM_LU_09 node will probably have much less triangles (about 3,000 less) as the optimise will have collapsed them all onto each other. So the problem is two fold, the excess geometry is causing the AO map to not bake properly, also the optimise is making you lose control of your model, your model needs to be stripped of the excess geometry and finally the automatic texture mapping for the AO channel 2 is too spaced out.

There's a lot of work to do!
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