neunen Posted July 22, 2009 Share Posted July 22, 2009 hey folks, ive run into something thats driving me batty, theres some shading on a weapon thats backwardsone side of the weapon is fine, but the other side of the weapon seems to have opposite shading between the handle and the other bits and i know what youre thinking "its flipped normals" right? but ive check and faced the normals in every which way i can think of and they always seem correct. im starting to think it has something to do with the calculated tangent space of the object, but i really dont know much about those heres a screenshot from nifskope, the same thing happens in game and in the geck preview, but in blender it seems fine. http://img248.imageshack.us/img248/7646/38318070.th.jpg :blink: am i going crazy? or maybe it has something to do with the edge split modifier i used, as i dont have much experience with those... any thoughts? i feel like i dont even know what the hell im talking about any more. Link to comment Share on other sites More sharing options...
Liquidpinky Posted July 23, 2009 Share Posted July 23, 2009 hey folks, ive run into something thats driving me batty, theres some shading on a weapon thats backwardsone side of the weapon is fine, but the other side of the weapon seems to have opposite shading between the handle and the other bits and i know what youre thinking "its flipped normals" right? but ive check and faced the normals in every which way i can think of and they always seem correct. im starting to think it has something to do with the calculated tangent space of the object, but i really dont know much about those heres a screenshot from nifskope, the same thing happens in game and in the geck preview, but in blender it seems fine. http://img248.imageshack.us/img248/7646/38318070.th.jpg :blink: am i going crazy? or maybe it has something to do with the edge split modifier i used, as i dont have much experience with those... any thoughts? i feel like i dont even know what the hell im talking about any more. Did you try flipping them in nifscope or in blender?I had the same thing a few days ago with a model I was putting in game, it was all correct in Max but flipped in the game. I used the nifscope flip normals command, when you right click on the offending mesh and select Mesh>Flip Normals.It certainly sorted my normal problem out as no amount of trying in Max helped. Link to comment Share on other sites More sharing options...
Skree000 Posted July 23, 2009 Share Posted July 23, 2009 what you see there is a gouraud shading error. Gouraud being default shading for most 3dapps to simulate a cheap realtime lightsource mounted on the camera.... anyways its the normals. The direct3d renderer is trying to shade the object but something is wrong with the norms telling it that the vertexes are pointing in different ways than they really are. But what is wrong with the normals you ask? Well.. its either:-smoothing groups (right click mesh in nifskope and try a smooth operation, set tolerance to 45-50, save, check it out. (note: mucking with smoothing in nifskope is not really good)-funky normal map (has flipped R or G channels is a common mistake, invalid normal map (perhaps put a color map in normal map slot, or wrong type (worldspace/objspace)-could be the Tangent Space has not been updated in Nifskope (right click Mesh block and 'Update Tangent space' , save, then check it out ive seen bizarro stuff like that before on some weapons i made, turns out the 'Update Tangent space' operation in the right click menu fixed it most times for me. You can tell if somethings wrong when you are not getting proper specular highlights in the geck preview window, but what you see there is also obviously borked. I CAN see some hard edge or something above one of those holes on the blade-side, which indicates to me a hard edge. So i would hazard a guess that this is a smoothing groups problem. Edge split modifier? What program are you using to make this? Max? Dont touch edge split, that doesnt sound right. You should never need such a modifier, ever. Assign smoothgroups either generically in Nifskope or in Max by selecting all polys then click Clear smooth groups, then Auto-smooth with tolerance set to 45, usually does it for most objects. You can always select your polys by hand and choose different smoothing groups, but yeah, its up to you.+ Link to comment Share on other sites More sharing options...
neunen Posted July 24, 2009 Author Share Posted July 24, 2009 thanks a bunch for the input, you guys rock. im using blender, which doesnt have smooth groups in the traditional sense, and with the auto smooth i was getting weird lumpy looking face on the head, which is why i tried to the edge split modifier. ive tried using a blank normal map, flip and face normals in both nifskope and blender, and updating the tangent space with the tpsace flag set to both 16 and 240, so im thinking its a matter of smoothing groups like you said Skree. ill do some poking around and report back if i get anywhere thanks again Link to comment Share on other sites More sharing options...
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