- Posts: 11887
- Thank you received: 512
April challenge here: Elder God
March entries - Egg Bunnies
The shoutbox is unavailable to non-members
Adventures across the 3rd dimension
If so then it's might just be a topology issue. It'd be interesting to see the wireframe of it in Blender just to see if you can relax the internal edges somehow.
Please Log in or Create an account to join the conversation.
The wooden wall didn't get any weird triangle shapes. But like the stone wall it does have a "trim" of shadow around it and I'm pretty sure there's no geometry to cause it so I guess they have indeed managed to do something with normals or vectors or something else mysterious, to produce shadows. And I messed them up on the stone wall.
And also, when I added collision to my wooden wall (which reminds me I should have changed the collision material from stone to wood...
Any an all misspellings are henceforth blamed on the cats.
Please Log in or Create an account to join the conversation.
Edit: Here you go:
Any an all misspellings are henceforth blamed on the cats.
Please Log in or Create an account to join the conversation.
Any an all misspellings are henceforth blamed on the cats.
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
But maybe I can learn something tomorrow...
Any an all misspellings are henceforth blamed on the cats.
Please Log in or Create an account to join the conversation.
I tried to recreate the topology with Blender's smooth shader and I get those darker areas in similar places too...
Moving the small angled points did reduce it a little bit but they were always there in some form. You'll probably have to add some extra vertices in the flat plane and reform some of the triangles to get rid of it completely.
Please Log in or Create an account to join the conversation.
I can't view it with textures in blender because I am afraid of messing up skyrim's material settings.
Any an all misspellings are henceforth blamed on the cats.
Please Log in or Create an account to join the conversation.
When I was trying to read stuff about Nifskope earlier I noticed a few references to "smoothing groups" and I thought this sounded a bit like Blender's smooth/flat shading options. And then I wondered if that was what all those unconnected double vertices were. I initially thought that they'd be a glitch in the import/export process but it would make more sense if each separate piece was a single "smoothing group" to calculate the shading and the double vertices were deliberate ways to make hard edged corners.
If this is true then you could create this by selecting all the vertices in that loop where the recessed window connects to the flat wall and using the Rip Vertex function from the menu.
This would unlink the window from the flat wall so the shading wouldn't calculate around the corner and then the topology of the flat wall would be irrelevant.
Maybe.
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Facebook Feed
Member Statistics
- Total Users: 226
- Latest User: norajohnson
- Online Users: 0
- Users Today: 0
- Users this Week: 0
- Users this Month: 0
- Users this Year: 0
NOTE! This site uses cookies and similar technologies.
By using this website you agree to the use of cookies and related data storage as detailed in our privacy policy. Learn more
Site design Mad Hamster Studios. All content is protected under © and the property of the various contributers and not to be reproduced without permission of the creator.




