Hello, I have a MD2 mesh using diffuse texture along with a normal texture. On render, I can still see faces edges along with the normal shading. Am I doing something wrong?
Face SmoothingSoftware: Away3D 4.x |
||
|
||
theMightyAtom, Sr. Member
Posted: 14 September 2011 02:45 PM Total Posts: 669 [ # 1 ] Are you in Max? If so, select all the faces and hit Smoothing Group 1 Very nice landscape btw, how you doing the water? Best I’ve seen |
||
Baush, Sr. Member
Posted: 14 September 2011 02:51 PM Total Posts: 135 [ # 2 ] Thanks, I won’t take much credit as the water I got from another example file and simply added it to the terrain example. I’ve been pretty much mashing up everything to get experience with. I use Blender for modeling, then export to FBX, and use a converter from FBX to MD2. I’ll check if there are such options in the face tools, or export paramters. Thanks! |
||
Alejandro Santander, Administrator
Posted: 15 September 2011 06:07 PM Total Posts: 414 [ # 3 ] That’s right, shading is based on the normals, so the way it looks is determined by them. Imagine a custom cube primitive. If you do not share vertices and give each vertex its own normal pointing in the direction of the tri based normal of the face the vertex belongs to, you will have a very flat shaded look. If you instead share vertices and ‘manually’ set the normals to point away from the center of the cube, you will have a phongy rounded look. This effect caused by model normals also affects the shading when normal maps are used, determined by the way the normal map was generated in your 3D editor. If you try this demo http://www.lidev.com.ar/demos/minimole/shaderexplorer/ (please mind the runtime error caused by FP version incompatibility, it still runs tho), select a phong color material or a phong bitmap material and toggle the hard normals option on, you will see how normals design can cause a gouraud look even on a phong shader, which is what Away3D 4.x has. |
||
|