Getorex wrote...
MadCat221 wrote...
Getorex wrote...
MadCat221 wrote...
Was the split UVW seam normals problem fixed in the helmet update too?
The helmet has a ridge down the centerline so the line is normal, or at least comes with the helmet.
Actually, the line is not supposed to be there. It isn't on unaltered helmets.
It's happening because somewhere in the import/export process, the normals along the UVW seams are splitting. If the tangent space (of which normals are a part) of an altered mesh doesn't match the tangent space of whatever a normal map was baked to, seams like that will occur. It is also most likely the cause of the seam down Liara's line of body symmetry.
It's a problem that I have to contend with whenever I do model alterations for Fallout 3/NV or Skyrim. My modeling app is 3DS Max 2010 and I haven't attempted to handle ME3 meshes, so I'm not sure how to preserve normals or tanspaces in Blender or with ME3 meshes. But I recognize tangent space wonkiness when I see it, and that's what it looks like to me.
Then it is something that would take a lot of subtle editing to a normal map to do. If it is intrinsic to the mesh mod itself then it is unavoidable because I did not even touch that part of the helmet so nothing I did would alter it.
Nothing you did yourself, but something in the import/export process is the most likely cause.
Until a way to repair these normals is found, as well as a way to preserve them on export, the Liara seam will persist, as will the hard edge down the center of the helmets.
Is there some way to view the normals on the mesh, and then weld them together wholesale? That's what I do in Max with BGS game meshes when importing borks the normals (via the Edit Normals modifier). These days, professional game models have completely merged normals; no hard edges. The normal map is baked from a hi-poly with sculpted "hard-ish" edges onto this completely smoothed mesh so the edges are crisp, but not razor-sharp like before.
If they still don't merge, then the vertices themselves were split as well. Is the game still touchy about vertex count in altered meshes? If so... well crap.
Modifié par MadCat221, 29 janvier 2014 - 10:22 .