ok, now i feel stupid i´ve been trying to solve this for 4 hours and exported my project far more often than i wanted... while smoking i had the idea that maybe the scaling has something to do with it my model was scaled to 10%, which caused this rendering error
In all fairness, he did have some pretty nasty shading errors in that pic. I figured he already tried the swizzle since SeanEG had mentioned it before. I'm not really familiar with the issue as I don't use xNormal. Anyway, glad you got it figured out, it's looking much nicer.
let's keep this nice thread afloat! :poly142: okay i've been a longtime lurker, and this image was done late last night in a hurry (i work really early) so excuse me for some slight errors. I know there are several issues with her, but i decided to call it done and move on to the next project.
If your using FBX export from Max or Maya, see if there is an option inside the FBX options/export options to switch the exporter version year to anything other than 2014 as 2014 seems to have a few problems with DOTA. That might fix this problem if your getting the same error I think your getting.
Reopened this old model and redone great part of it, I wanted to add everything I have learned in the past 8-9 months. Fixed a few errors, remade/retopo'd some pieces, made a cleaner bake, and redone textures from scratch. Total tricount went down to 37k (from the original 42k).
the texture on this weapon: http://www.creativecrash.com/marketplace/3d-models/weapons-armor/guns/machine-gun/c/heckler-koch-416 Is clearly stolen from my website here: http://martinh.se/hk416.html . It even has the same errors from floating geo. The model seems different but the texture is clearly stolen.
Thank you guys! And if you want to define a FN directly in the struct it works that way (i had to predefine the fuction name "baz"...if i dont do this, i get errors...): struct testStruct ( baz, a = ( fn baz = print 1 ))b = testStruct()b.a()b.a = ( fn bla = print 2 )b.a()
I don't think it should be a massive problem. Is it noticeable when you're not looking at wireframes? When I create things in ZBrush from zspheres the topology can be atrocious at times, but what matters for me is the overall shape and details. As long as my low-poly was clean, it rarely would give me shading errors.
@MightyPea @McGreed could you guys please send me details via PM? I'm writing up a bug report, so I need your technical info. Browser version, OS, what options you have enabled in your profile, screenshots of error messages if any, etc. Thank you.
Texture update, fixed lighting errors and added detail! As far as the arms, the ones in the back have sockets. each arm is a floating mesh, but I should probably connect the front arms Just a little more working the texture, and then I'm gonna move on to swords! (So tempting, I wanna do them now!!)