Here is my latest version of my Matron head, I have made some texture improvements...
Pstemarie wrote...
@MerricksDad - have you tried turning off shadows on all parts of the model. If you have the skin set to render a shadow, turn that shadow off. If, after all the shadows are off, the model still has issues try reducing the geometry on the bones to as little as small you can get it then turn the shadows on for just the non-skinned geometry.
Alternatively, I'd be more than glad to take a look for you.
_six wrote...
I don't recall that skinmesh could cast shadows in the first place anyway.
Easiest trick with shadows I've found is test out hiding shadows for each bone in turn until you find out which one was the cause, then create a really simple bevelled box or something with render turned off to cast shadows for that part instead.
Modifié par cervantes35, 28 avril 2013 - 05:05 .
Modifié par The Amethyst Dragon, 30 avril 2013 - 02:32 .
MerricksDad wrote...
Does anybody know what I mean with the negative shadow spike? Maybe this is just me and my POS graphics card? The spike runs off toward xy 0,0 almost every time. Sometimes it bends upward, and then back toward the model, as if the shadow is a geometry particle instead of shading mathematics. It stretches as if skin, because its attached to the skin. The shadow spike can pass through solid objects and other shadows. If it passes through shadows, it creates shadow erasure.
Modifié par _six, 29 avril 2013 - 04:26 .
Modifié par NWN_baba yaga, 29 avril 2013 - 04:41 .
Modifié par MerricksDad, 16 mai 2013 - 06:36 .
heheMerricksDad wrote...
@TAD, thanks a ton, but don't let us push you around so easy
Modifié par The Amethyst Dragon, 16 mai 2013 - 10:11 .