Special Aircraft Service
The SAS Factory - Tech Help, Ancient Mods etc. => Tech Help : Making Mods => Tech Help (other than BAT or IL-2 Great Battles) => 3d Modding => Topic started by: vonOben on December 27, 2018, 02:23:30 AM
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Hi
I've imported a 3ds file and done some editing in 3ds Max 2018 and then used the updated Maraz Exporter (IL2exp_Full_Max2018) for the msh export.
However I've got some lightning issues as seen on these screeshots :(
The left wing is the edited one and the right wing is the old one:
(https://i.postimg.cc/YSZ3Z8Bb/Albatros-DI-upper-wing.jpg)
(https://i.postimg.cc/jd3JM2bh/Albatros-DI-lower-wing.jpg)
I've welded all vertex, and checked the normals, any ideas what might be wrong and what to try?
Thanks in advance for any help!
Best rgards
vonOben
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Maraz Exporter uses each faces' Smoothing Group information to make exporting result msh data as Consecutive curved shape or Edge splitting shape, by completely different way from Buggy Buggy exporter (it doesn't use Smoothing Group information).
When "To be Edge splitting shape" part is exported as "Consecutive curved shape" or "Both Front face and Back face" are treated as "Consecutive curved shape" because of in a same Smoothing Group , such strange lighting / shading are seen in games.
(https://www.mediafire.com/convkey/605c/os753sd9s21oljj6g.jpg)
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Hi western0221!
Thank you very much for the info, I didn't know that! :)
Previously the upper and lower wing belong to the same smoothing group, but I changed that so they now belong to separate smoothing groups and no light issues in game! :)
Is it possible to have smoothing between different smoothing groups?
Best regards
vonOben
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Is it possible to have smoothing between different smoothing groups?
A Face / Triangle mesh can belong to 2 or 3 or more smoothing groups like 1+2 , 1+5+8.
(https://www.mediafire.com/convkey/5042/a69j9bfe8i6hf7j6g.jpg)
"smoothing group 1" members and "smoothing group 1+2" members are treated as consecutive surfaces.
"smoothing group 2" members and "smoothing group 1+2" members are treated as consecutive surfaces.
But "smoothing group 1" and "smoothing group 2" are treated as separated.
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More valuable information, much appreciated! :)
Do those two alternatives shown in the image give the same result in game?
I tried this:
Smoothing Group 1: Upper side of wing + upper chamfer
(https://i.postimg.cc/3w25wmTC/Wing-LOut-SG1.jpg)
Smoothing Group 4: Lower side of wing + lower chamfer
(https://i.postimg.cc/tTy0nJR0/Wing-LOut-SG4.jpg)
Smoothing Group 5: Wing cutout + upper chamfer + lower chamfer
(https://i.postimg.cc/4yNrw0hB/Wing-LOut-SG5.jpg)
But the result was a light problem on the underside of the wing:
(https://i.postimg.cc/W1FcQxYy/Albatros-DI-light-issue.jpg)
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Some more testing done:
Smoothing Group 1: Upper side of wing + cutout + upper and lower chamfer
(https://i.postimg.cc/xCkf4Zmj/Wing-LOut-SG1-B.jpg)
Smoothing Group 4: Lower side of wing + cutout + upper and lower chamfer
(https://i.postimg.cc/J0Z11BK9/Wing-LOut-SG4-B.jpg)
But the result was a light problem on the upper side of the wing: :(
(https://i.postimg.cc/tCdXwWs6/Albatros-DI-light-issue-B.jpg)
Then I went back to separate smoothing groups without shared surfaces.
No light issues but less smooth. :-X
(https://i.postimg.cc/P5ttjJDR/Albatros-DI-ok-C.jpg)
I'll might make some more test using this approach:
(https://i.postimg.cc/0NMhR1V4/smoothing3.png)
Hints and suggestions are very welcome of course. ;)
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Those "curve and edge neighbors" are headache in low polygon 3D modeling.
Almost impossible to solve it only smoothing group in keeping numbers of polygons and vertices, I think.
Just the way to solve is divide polys into 4x or 10x high poly model around the troublesome area.
For balancing fps etc. , retune the LOD distance values is also needed if you'll do so (insert a new LOD0 in example).
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Hi western!
I'll be using the separate smoothing groups without shared surfaces then.
It's better than before and good enough for me. ;)
Best regards
vonOben