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Preserving smooth normals across a UV seam?


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#26
Rekov

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The guy I'm making these for tells me he's getting really weird visual glitches when he tries to use these with a flying animation. Some of them go pitch black when viewed from certain angles, and some turn invisible. I noticed the latter glitch myself in the toolset, but they were fine in game so I thought nothing of it. Any ideas?

 

I also just noticed that on the female human version (second from the right) that the glowing part of the texture is projected out from the back of the model. This makes no sense to me at all. The glowing bit is a solid glowing circle on the box, and then there's the metal demisphere over it which uses alpha transparency to create the holes through which you see the glow.

 

2hxRUZ.png



#27
rjshae

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Does your model have LoD components (_L01, _L02)?



#28
Rekov

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Nope. Though I quite likely need to add them in there at some point, since it's a bit higher than a cloak ought to be.

 

I should note that each race and gender has a slightly different model, as they're positioned and scaled differently to fit. They all have their own capewing_skel except for the elves, which use the human versions. I basically just copied those other backpacks in terms of figuring out the format.



#29
Tchos

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Pretty sure that image describes a skeleton problem.