I figured out why the monkey mesh from Blender had so many tangent space splits. It's because exporting the mesh with smoothing 'off' to export the tangent space led to all the smoothing group flags being set to zero, which means that the following condition in ComputeTangents can never be met: if ((NextFaceIndex !=…
Okay the cage fixed the artifacts, but the smoothing groups confuse me a little ... I added an extra "edit poly" modifier above my unwrap modifier in the stack and I assigned each island a different smoothing group, so no groups touch eachother with the same smoothing group (body = 1, legs = 2 should each island be unique…
All, I am attempting to create a camera that is controllable by the player in the following way(s): - Up/Down arrow will move the camera forward and backwards along the X axis only (maintaining a static height over the ground) - Left/right arrow will rotate the camera along the Y axis allowing the player to look at the…
If you don't need a collision mesh delete or comment out the $collisionmodel section of the .qc file. If you need a more accurate collision mesh you can create a separate smd and point to it in the .qc file. The collision part of your .qc files needs to look like this; $collisionmodel "MyCustomProp_COL.smd" { $concave…
To add to what's already been said and hopefully clarify a few things: there's a number of different reasons why an artist would choose to use a triangle instead of a quad when creating an arch. The relevance of any specific answer really depends on the model's intended use and the desired outcome for the project. Looking…
So cdavidson sent me the obj for the floor and I managed to find what was causing the shading problems. I'm not sure what caused it, but the smoothing in the mesh seemed to be all jacked up. Even with all the smoothing groups removed, the mesh remained smooth. I fixed it by first resetting the Xform and the running the STL…
The problem is more HOW you're smoothing it. Lighting when on smoothed faces is smoothed between vertices so where you put your vertices cab have quite an effect if one vertex is completely black that black will get smoothed across the rest of the face producing the glitches you're showing. you eithier need to * add new…
Like I said the difference is that when it calculates the smoothing, it only calculates smoothing for the groups that face belongs to, not across the entire surface. Its entirely possible to control the smoothing in other ways to achieve pretty much the same result. But its not entirely "the same" even if they look…
It is fine, it is not going to cause any problems. One thing you mentioned is that the smooth tool is creating the quads. That's not something the smooth tool does - it only averages position of vertex between its connected vertices. It doesn't create anything new. So if it appears that new edges were created that just…
Hi everyone, Thanks for the help with SubD. This is what I learned so far, and please correct me if I'm wrong: [*]True SubD modeling requires you to start from a single SubD primitive. If you attach multiple SubD surfaces, you don't have commands to merge vertices together to close up the holes between the surfaces.…