12-03-13, 12:50 PM
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#4205
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Navy Seal 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Quote:
Originally Posted by Targor Avelany
privateer,
PM sent with the package.
@gap, your pm box is full 
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Hi Targor, I have received your files.
My remarks:
- flipped meshes: in your PM you said: "So far none of the conversations on the axis worked". Yet, by looking at the geometry of your model, I am pretty sure that flipping your object around its x axis (only x), should solve the issue. Flipping the mine around x and z (in case this is what you have done so far) would be the same as turning it by 180 deg around its y axis, and it wouldn't obviously fix the issue. Unfortunately I can't test my theory, due to the usual UV map corruption issue.
I am eagerly waiting for privateers' obj exporter 
- "odd" corners: for better comparison, I have taken screenshots of your model rendered on Wings3d with and without diffuse and normal maps.

My impression is that the worst contribution to the unpleasant effect comes from non-matching UV map seams. The normal map only contributes in minimal part (only noticeable when the diffuse texture is not mapped on the model, i.e. bottom left render). I have also noticed that the horns are integral part of the mine body, thus the flattening of the faces that they are joined to. Personally I would separate horns from the body, and I would make the body perfectly symmetrical; you can then combine body and horns in a single composite object (similar to what we have with balloon's body and fins). Advantages of this method:
- bodie's UV mapping would be easier, without too many junctions between different map regions (ideally just one junction along one of the meridians);
- bodie's geometry would be perfectly regular, with no flat faces requiring to be smoothed;
- there would be an increase of one vertex per horn, but a general reduction of edges and polygons to be calculated in game;
- smoothing groups: I have noticed that you reteined them in your low poly model. I only use them while I work on a model, and then I replace them with bevelled edges, when they absolutely necessary. Reason is that S3d ignores smoothing groups, and GR2 Editor refuses importing objects containing them. Is another Wings3d-related issue, or you have found a workaround to this?

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