In short switching my "normal" map to the height-map material fixed my problems.
Using the 3dmax M3 importer/exporter to export my models, photoshop / crazybump for textures and most modeling done in Maya.
The way models (predominately destructibles) are confusing me. 2 pictures showing off the simple glitches.
Do you know why this is happening? I've been modeling for years, but this is the first time I've modeled in a modern game with a complex render.
Wall_0 is not closed - the sides (even though they "attach" evenly to other walls) do not have faces on them.
Wall_1 is closed - but has the same problem. These walls don't tile correctly (I'll look into that later)
Floor_0 is a simple plane - which works well but still has a weird shading problem at times
On the plus side, I found out a cool trick for glass and lighting. Faces will be light regardless of backface culling - so a single plane of glass can be lit from behind, causing this effect.
Unfortunately the wood also doesn't have any faces behind it, so the same effect is applied to it.
http://img684.imageshack.us/img684/1144/40568584.jpg
i', just guessing, too, same here, modeling for years never for current gen, bu iwould first try making the segments solid (e.g. not delete any faces) and secondly try make the material double sided , looks as if the light from the otherside is penetrating through
"Wall_0 is not closed - the sides (even though they "attach" evenly to other walls) do not have faces on them. Wall_1 is closed - but has the same problem. These walls don't tile correctly (I'll look into that later) Floor_0 is a simple plane - which works well but still has a weird shading problem at times"
Wall_1 is the set on the right.
I am almost positive it's related to unit rotation, marking the error down on either my part or the 3dmax exporter.
windex, this is an issue i have encountered a few times... the EASIEST way to fix it, is to select EACH side of the wall (that means front back top bottom left and right) and detaching each side separately.when you export the shading should look right. if you look ad halral's latest "random dungeon generator" i made the wall model for him and it took me a bit to get the lighting right.
that took me about 5 minutes but shows what i mean.
I am a major idiot, see first post for self-answer. In short I was using the normal-map material when I should have used height map.
EDIT: Still an idiot, while I fixed the shading/shadowing problem I'm still tinkering with the normal/heights to get visual effects ingame.
In short switching my "normal" map to the height-map material fixed my problems.
Using the 3dmax M3 importer/exporter to export my models, photoshop / crazybump for textures and most modeling done in Maya.
The way models (predominately destructibles) are confusing me. 2 pictures showing off the simple glitches.
Do you know why this is happening? I've been modeling for years, but this is the first time I've modeled in a modern game with a complex render.
Wall_0 is not closed - the sides (even though they "attach" evenly to other walls) do not have faces on them. Wall_1 is closed - but has the same problem. These walls don't tile correctly (I'll look into that later) Floor_0 is a simple plane - which works well but still has a weird shading problem at times
Left wall looks like it's in a shadow.
http://img179.imageshack.us/img179/4070/20288474.jpg
Left wall is causing a shadow, yet doesn't look like it. Bottom wall has same problem as above.
http://img411.imageshack.us/img411/3534/11160307.jpg
Strange shadow bugs, any idea how to avoid these?
http://img576.imageshack.us/img576/3194/93800548.jpg
On the plus side, I found out a cool trick for glass and lighting. Faces will be light regardless of backface culling - so a single plane of glass can be lit from behind, causing this effect. Unfortunately the wood also doesn't have any faces behind it, so the same effect is applied to it. http://img684.imageshack.us/img684/1144/40568584.jpg
i', just guessing, too, same here, modeling for years never for current gen, bu iwould first try making the segments solid (e.g. not delete any faces) and secondly try make the material double sided , looks as if the light from the otherside is penetrating through
@xXm0RpH3usXx: Go
Wall_1 is closed.
@Windexglow: Go
Bump
what is wall_1?
"Wall_0 is not closed - the sides (even though they "attach" evenly to other walls) do not have faces on them. Wall_1 is closed - but has the same problem. These walls don't tile correctly (I'll look into that later) Floor_0 is a simple plane - which works well but still has a weird shading problem at times"
Wall_1 is the set on the right.
I am almost positive it's related to unit rotation, marking the error down on either my part or the 3dmax exporter.
windex, this is an issue i have encountered a few times... the EASIEST way to fix it, is to select EACH side of the wall (that means front back top bottom left and right) and detaching each side separately.when you export the shading should look right. if you look ad halral's latest "random dungeon generator" i made the wall model for him and it took me a bit to get the lighting right.
that took me about 5 minutes but shows what i mean.
@Skizot: Go
I am a major idiot, see first post for self-answer. In short I was using the normal-map material when I should have used height map. EDIT: Still an idiot, while I fixed the shading/shadowing problem I'm still tinkering with the normal/heights to get visual effects ingame.