PrometheusTS Posted January 10, 2012 Share Posted January 10, 2012 Hello I just exported a mesh ingame but the weird is that the light gets on the surface at opposite , it's lighened where should be dark in shadows and it's dark where is in sunlight why that and how to fix? Link to comment Share on other sites More sharing options...
Ghogiel Posted January 10, 2012 Share Posted January 10, 2012 Your mesh probably has flipped face normals reset xform before export. Link to comment Share on other sites More sharing options...
PrometheusTS Posted January 10, 2012 Author Share Posted January 10, 2012 (edited) no didn't work :( ..... Edited January 10, 2012 by PROMETHEUS_ts Link to comment Share on other sites More sharing options...
Ghogiel Posted January 10, 2012 Share Posted January 10, 2012 you must collapse the xform modifier before export. Link to comment Share on other sites More sharing options...
PrometheusTS Posted January 10, 2012 Author Share Posted January 10, 2012 I did but it's still inverted lihgt ... Link to comment Share on other sites More sharing options...
Ghogiel Posted January 10, 2012 Share Posted January 10, 2012 need to see pictures... Link to comment Share on other sites More sharing options...
PrometheusTS Posted January 10, 2012 Author Share Posted January 10, 2012 Thankyou here is a picture of the problem and for better looking I send you all the relative files... I hope you can understand what's wrong ... my nif thing knowledge is very limited to what almoust I learned from you and a few tuts around lol ... http://img856.imageshack.us/img856/9095/problemhm.jpg Link to comment Share on other sites More sharing options...
Ghogiel Posted January 11, 2012 Share Posted January 11, 2012 (edited) your tangents and binormarls look screwed up. update tangent space. Also Normal map orientation should be +y -x +z. Your G channel is flipped. And for the love of GOd will people stop washing out their B/Z/depth channel by using overlay blend mode with multiple normal maps.... :facepalm: Edited January 11, 2012 by Ghogiel Link to comment Share on other sites More sharing options...
TwiggySkyrim Posted January 11, 2012 Share Posted January 11, 2012 your tangents and binormarls look screwed up. update tangent space. Also Normal map orientation should be +y -x +z. Your G channel is flipped. And for the love of GOd will people stop washing out their B/Z/depth channel by using overlay blend mode with multiple normal maps.... :facepalm: You can tell all of that from a 380x177 picture? Crikey :P Link to comment Share on other sites More sharing options...
Ghogiel Posted January 11, 2012 Share Posted January 11, 2012 (edited) Not entirely no, as soon as I saw the pic the obvious things that came to mind were to check the Tspace and the g channel... but I was sent the nif and textures so I could actually verify all that. Edited January 11, 2012 by Ghogiel Link to comment Share on other sites More sharing options...
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