• flat shading on model?
    12 replies, posted
So while working on an Aqua commission I ended up with this... [IMG]http://fc03.deviantart.net/fs71/f/2014/140/b/a/screenshot__66__by_kokurokoki-d7j2im8.png[/IMG] Anyone know why it's shading like this? I've set the mesh's shading options to "smooth", but the game is reading it like this. Any ideas?
Post a screenshot of it in blender?
[QUOTE=Wigbig;44860164]Post a screenshot of it in blender?[/QUOTE] Alright.
smoothing groups are missing
[QUOTE=wraithcat;44867592]smoothing groups are missing[/QUOTE] I don't think Blender uses smoothing groups though.... o_O I'll double-check...
It could also be that verts aren't welded properly. Often times when you import models from Unreal (or most other engines, for that matter), faces seem to have a random assignment of a dozen smoothing groups from 1-20 or so and lots of verts aren't welded properly. I have no idea how to fix either of these in Blender, sadly.
[QUOTE=CaptainBigButt;44867900]It could also be that verts aren't welded properly. Often times when you import models from Unreal (or most other engines, for that matter), faces seem to have a random assignment of a dozen smoothing groups from 1-20 or so and lots of verts aren't welded properly. I have no idea how to fix either of these in Blender, sadly.[/QUOTE] Well the main problem is that Blender doesn't use smoothing groups... So the issues you can fix in 3DS Max have to be done in a roundabout way in Blender. >_<
[QUOTE=Kokurokoki;44880889]Well the main problem is that Blender doesn't use smoothing groups... So the issues you can fix in 3DS Max have to be done in a roundabout way in Blender. >_<[/QUOTE] I'm sure it still uses normals which is basically the same thing
[QUOTE=cra0kalo;44881386]I'm sure it still uses normals which is basically the same thing[/QUOTE] It does. I tried fixing the normals in Blender but to no avail. It's still coming up as really blocky like the above picture in the OP. >:[ I haven't had this issue with any other models...
Select a vertex, then hit Ctrl-L. Does it select the whole mesh, or just a single triangle?
[QUOTE=SergerantJoe;44883590]Select a vertex, then hit Ctrl-L. Does it select the whole mesh, or just a single triangle?[/QUOTE] I tried it and it selects the whole mesh. EDIT: Hmm... interesting... I found a shit ton of meshes underneath of the same thing... o_O
If this model came from a game, it's possible other variants of the head (or LoD variants) were thrown in. Just for the fun of it; some engines also don't have or make use of rendering on both sides of the face ($nocull in Source) so transparent or double sided faces are usually two different sets smashed together which is awful if you start with welding everything together.
[QUOTE=CaptainBigButt;44925788]If this model came from a game, it's possible other variants of the head (or LoD variants) were thrown in. Just for the fun of it; some engines also don't have or make use of rendering on both sides of the face ($nocull in Source) so transparent or double sided faces are usually two different sets smashed together which is awful if you start with welding everything together.[/QUOTE] The model I took from XNALara. I dunno why it has that blocky face effect, but when I tried to seperate the mesh into parts I got over 4000 groups which nearly crashed blender.
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