I'm kinda stuck getting a decent workflow for making my modular assets. The problem being how to edit the normals so the shading of the perfect fitting pieces will also be seamless.
I'm working in Max, the main drawbacks: I can not copy paste normals from one object to another, I can only copy 1 vert normal at a time, all kinds of modifiers delete the edited normals. Normal Thief plugins can only steal from a single object (I have various normal stealing plugins here). Combining objects deletes edited normals. I can not define normal rotations like 1.0.0, everything I input is relative to the current normal direction.
Here is where I'm at:
I got the main wall pieces easily setup by
welding a 3x3 wall and stealing the normals from that. Now for the curve
I had to do the same but with another 3x3 wall rotated and merged into the
first 3x3 object then normals stolen from that. The non side edges verts then reverted. Problem upper edges and lower
edges have shading seams. So it also needs 1x3 curves merged and then normals
stealing from that. Problem the corner verts don't mach anymore to the
flat wall pieces. Solution: rotate corner normals by hand. All in all a
really bad workflow.
Just so you can see the shading seams of the inner corner wall piece without attempting anything.
Any ideas for a decent workflow? Or maybe there is a plugin somewhere that helps here?
Replies
http://polycount.com/discussion/164020/3dsmax-detaching-keeping-normals
The normal stitcher does not help either because the normals of the seams needs to be the same for lots of different pieces and not just 2 split and the average normals of that.
so you would take both parts, connect them and copy the normals to the seperate parts.
if you want i can make a small tut for you how to set it up
edit:
also, i knoiw maya has an option to adjust normals, not sure how its named, but basicly you could select two vertices and smooth the normals on them to match one another
That sounds great. Like If i have main tiling wall I could just take the normals of it edges and copy paste them to any other piece and their edges. But I have to use Blender, which is a big minus on its own. For why that Maya solution does not work see below.
That is nice to know but does not help here, it is then basically doing the same as the normal sticher plugin. Averaging the normals between 2 objects does not help because if I average the normals between inner curve and regular wall, the normals of the regular will not fit anymore to the outer curve nor itself.
You can specify a source normal and a target normal that will fit to it. It's basically interactive copy and paste but it's done per normal.
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-82722323-100B-4711-A01D-8A87EB53DD96-htm.html