nopopup Posted January 18, 2012 Share Posted January 18, 2012 (edited) http://img585.imageshack.us/img585/4280/tesv2012011412382166.png http://img215.imageshack.us/img215/6697/tesv2012011412390345.png http://img513.imageshack.us/img513/5876/tesv2012011412382394.png As you can see here my newly made helm shows squares and triangles. Is this happening because i didn't include normal maps? I already have tried 3ds max's turbosmooth, smoothgroups, weld(welding vertexes), and "connect" function(more vertexes or edges = high polygon?) and apparently they are not working. Is there anyway to solve this problem? or would removing the glossiness solve this problem? if yes, how do I do it? Thank you so much for your time Edited January 18, 2012 by nopopup Link to comment Share on other sites More sharing options...
nopopup Posted January 18, 2012 Author Share Posted January 18, 2012 anyone know? Link to comment Share on other sites More sharing options...
SkjoldBjorn Posted January 18, 2012 Share Posted January 18, 2012 Does it look like that in nifskope too? Link to comment Share on other sites More sharing options...
nopopup Posted January 18, 2012 Author Share Posted January 18, 2012 Does it look like that in nifskope too? well in nifskope, the mesh with the texture looks pretty dark because there is no light so its not so noticeable BUT with no texture on it, with just plain white color, its noticeable so yea it looks like the pictures in nifskope Link to comment Share on other sites More sharing options...
Perraine Posted January 19, 2012 Share Posted January 19, 2012 (edited) I'm assuming you tried '"flip normals" to see if that helped or "face normals"? and that you have the correct path to the "Normal Map" in the shader properties? You can also make Nifskope a little brighter by going to Render -> Settings -> [Colors] = Sunny Day, although it's still not as bright as in game. Edited January 19, 2012 by Perraine Link to comment Share on other sites More sharing options...
huntsman2310 Posted January 19, 2012 Share Posted January 19, 2012 You may need to smooth out the mesh. Nice hat by the way. Link to comment Share on other sites More sharing options...
nopopup Posted January 19, 2012 Author Share Posted January 19, 2012 (edited) I'm assuming you tried '"flip normals" to see if that helped or "face normals"? and that you have the correct path to the "Normal Map" in the shader properties? You can also make Nifskope a little brighter by going to Render -> Settings -> [Colors] = Sunny Day, although it's still not as bright as in game. I actually did flip normals. If I don't, the helm looks just black. No texture at all. but what is face normals? and I'm not really familiar with normal map so i don't know much things about it but i know it adds details so I didn't think it's necessary. Would having normal map fix the "square and triangles" problem? And also, how do I find the page or window where i can change shader properties? Im using 3ds max 2012 Edited January 19, 2012 by nopopup Link to comment Share on other sites More sharing options...
nopopup Posted January 19, 2012 Author Share Posted January 19, 2012 You may need to smooth out the mesh. Nice hat by the way. yea thats what i want to do but none of the things i did which I listed above do not work. They don't make this right. Thanks, hopefully i can finish this quick and upload somehow Link to comment Share on other sites More sharing options...
huntsman2310 Posted January 19, 2012 Share Posted January 19, 2012 Well usually a mesh can easily be smoothed out with a modifier in Blender, or the smooth command. I haven't really used them though, so experiment. Link to comment Share on other sites More sharing options...
throttlekitty Posted January 19, 2012 Share Posted January 19, 2012 I believe it's the "Set Smooth" option somewhereabouts in the modeling panel? This affects the normals for lighting only, there's another type of smooth that will subdivide the polygon faces, and not what you want to use in this case. Link to comment Share on other sites More sharing options...
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