I'm having a lot of problems exporting an updated WoW Footman to Sc2. Mainly for some weird reason, shadows are being drawn incorrectly.
With all the maps on:
I've tried everything, reunwrapping, recalculating normals, changing settings in materials, everything. I've also made sure the normal map is fine and at correct format (both art tools generated and self generated). I also tried just the diffuse.
No idea what could be wrong. I'm this close to create an script for regenerating the mesh. It's not only that, but it also happens with some other model I got. No idea what could be the problem.
If you're that close to create a script, you better do it. Becuase it's proabbly the known issue with wow models. Some their meshes have 2 triangles instead of 1 between 3 vertices. And they have different normals. And you can fix it by removing one tringle from each pair, and then unifying normals. Or your possible script could do it.
Another possible issue may be caused by the fact, that some models that have been in m3 exporter, have mirror issue: one model part has proper normal, and the mirrored part has inverted ones. If we mirror anything we just created, it will handle the invertion, and normals will look correct on both sides. But if we got the mesh from m3 exporter, the issue may emerge (it's rare, though).
And hypothetical reason of your fucked shadows is that your normal generation method isn't good for corners and edges. Try to create a box, then create a smoothed "high poly" version out of it, generate normal map, apply, add spec map, preview, and check if it look smoothed and if shadows are fucked.
Actualy, I found the issue while looking at other in-game models. It wasn't really the model, but my custom graphic configuration.
I didn't use the Normals generated by the M3 tools, I deleted the modifiers and used NeoDex's Mesh Tools to recalculate normals, then I unified the smoothgroups. I was quite surprised, since I also had the same issue with another Wow model which I pretty much reconstructed using NeoDex's Skin Tools. It was impossible that anything in the mesh could be the reason, since the tool only took vertex information, uv and weights to regenerate the meshes.
Another possible issue may be caused by the fact, that some models that have been in m3 exporter, have mirror issue: one model part has proper normal, and the mirrored part has inverted ones. If we mirror anything we just created, it will handle the invertion, and normals will look correct on both sides. But if we got the mesh from m3 exporter, the issue may emerge (it's rare, though).
I finally fixed it tweaking some UV maps and polishing the geometry welding things, fixing smoothing groups, etc. But that was a super weird issue.
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I'm having a lot of problems exporting an updated WoW Footman to Sc2. Mainly for some weird reason, shadows are being drawn incorrectly.
With all the maps on:
I've tried everything, reunwrapping, recalculating normals, changing settings in materials, everything. I've also made sure the normal map is fine and at correct format (both art tools generated and self generated). I also tried just the diffuse.
No idea what could be wrong. I'm this close to create an script for regenerating the mesh. It's not only that, but it also happens with some other model I got. No idea what could be the problem.
If you're that close to create a script, you better do it. Becuase it's proabbly the known issue with wow models. Some their meshes have 2 triangles instead of 1 between 3 vertices. And they have different normals. And you can fix it by removing one tringle from each pair, and then unifying normals. Or your possible script could do it.
Another possible issue may be caused by the fact, that some models that have been in m3 exporter, have mirror issue: one model part has proper normal, and the mirrored part has inverted ones. If we mirror anything we just created, it will handle the invertion, and normals will look correct on both sides. But if we got the mesh from m3 exporter, the issue may emerge (it's rare, though).
And hypothetical reason of your fucked shadows is that your normal generation method isn't good for corners and edges. Try to create a box, then create a smoothed "high poly" version out of it, generate normal map, apply, add spec map, preview, and check if it look smoothed and if shadows are fucked.
@Zolden: Go
Actualy, I found the issue while looking at other in-game models. It wasn't really the model, but my custom graphic configuration.
I didn't use the Normals generated by the M3 tools, I deleted the modifiers and used NeoDex's Mesh Tools to recalculate normals, then I unified the smoothgroups. I was quite surprised, since I also had the same issue with another Wow model which I pretty much reconstructed using NeoDex's Skin Tools. It was impossible that anything in the mesh could be the reason, since the tool only took vertex information, uv and weights to regenerate the meshes.
I finally fixed it tweaking some UV maps and polishing the geometry welding things, fixing smoothing groups, etc. But that was a super weird issue.