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Model_Normals_Problem_Brigand_Female
Tigrick

Model_Normals_Problem_Brigand_Female

the shadow/lighting on the face is odd... the normals are probablly messed up (might be because of Mdlvis).
Maybe someone knows how to easily/automatically recalculate them?
hmmmm interesting.

my way of getting around this would be to export the faces mesh as a geoset and delete the face-attempt a reimport of the face -- and make sure you click that button in mdlvis editor that shows the lines poping off the points, the ''show normals'' checkmark box I think it was called, and make sure they are all pointing outwards away from the mesh/surface/face, and not inwards/downwards/pointed to the models center.

sometimes distance can cause textures to show improperly, check the uv wrap and see if any of her face points is off the main center picture and is not ''hanging'' with some vertexes off on another portion/box of texture.

I think the helmet tip is blocking light and causing it, but its hard to tell from the picture. hope you solve the problem.
 
I know about normal editing in mdlvis, but when I edit them and reopen the model in mdlvis again, they change again. It's some kind of bug.
The face was taken from another model, and the normals were already messed up there.

There must be a programm that quickly auto-calculates normals in a way that makes sense.
 
    • '' The face was taken from another model, and the normals were already messed up there.

      There must be a programm that quickly auto-calculates normals in a way that makes sense.''
ahhhh sadly there is not, each normal or ''line'' must be hand pointed the proper way, by left clicking it, and reversing the normals. its tedious and awful.
 
I did some testing, and mdlvis indeed DOES mess up normals! Just loading a model in mdlvis and saving it again can alter its lighting.

Does anyone reading this happen to know a good alternative programm for attaching vertices to bones?
 
they don't change every time? you? save? I think its only once on initial import -- first go into the vertex editor and turn on the mesh you wish to fix the normals of, then, press N on the keyboard and take a look at the lines radiating off the vertexes, most should point outward, but some may point inward.

select those with the left click drag (carefully) and find the blue button on the right called ''- 1'' which looks like a minus one, called reverse normals. they should be fixed by then.

if they are not, there is an orange button called Rotate normals, once toggled, you can left click drag the grey background to twist and shift your selected normals any way you wish.

to un toggle Rotate Normals click the mouse cursor icon ''Selecting (A)''

only then do you save, and not with ''save'' but with ''save as'' and make sure you have a different name.

hope this helps
 

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