Im trying to bake a simple window model and its coming out with these wierd shading errors, basically it looks like its showing all the triangles that make up the lowpoly in a very subtle way. It doesnt look too bad in xnormal but it looks terrible in other engines. Any idea how I might fix this? Im currently working in cinema4d and exporting to wavefront from there but I tried exporting to 3ds and it gave the same result, Im not sure its exporting the phong tag information
![:( :(](https://polycount.com/plugins/emojiextender/emoji/twitter/frown.png)
![bakeerror1.jpg](http://www.gd3dart.com/images/bakeerror1.jpg)
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thanks Eric maybe thats what it is, is there any way to fix this problem? I suppose I just need a better obj exporter.
tried using the riptide exporter for c4d objs and the errors are still there
The .3ds format is always going to have problems though, it cannot store a UV seam in a single mesh vertex, so it either tosses it out or it dupes the vert (can't remember which).
This isn't related to Phong though, OBJ doesn't store material data at all unless you're also creating a MTL file on export, and even then it doesn't store the shading model (Phong, Blinn, etc.)
Your issue was caused by the mesh itself... vertex normals, duplicated verts, whatever.
Smoothing groups are simply a way to control vertex normals. Smoothing groups are meant to simplify editing vertex normals, but I think they actually make vertex normals harder to understand.
Vertex normals are a mesh-specific control. Phong is a shader-specific setting. They both control the "smoothness" of the model, but at different ends.
well then I can only assume that cinema 4d has no way of editing smoothing groups and therefore is inferior to apps like 3ds when it comes to game models and texture baking
http://www.polycount.com/forum/showthread.php?t=56935