Home Technical Talk

Perfect fitting modular assets with Editing Normals

polycounter
Offline / Send Message
Davision3D polycounter
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

Sign In or Register to comment.